Sunday, March 31, 2013

Narrative weaknesses in videogame endings



Writing about intrinsic and extrinsic ludus rules as they relate to the ending of Prince of Persia, has caused me to think about how the typical structure of videogames weakens some aspects of storytelling.  Ludus games typically present clear cut ending conditions to the player at or near the beginning of the game.  This is of course a fair way to structure non-narrative games, particularly between two opposing players.  Imagine how difficult it would be to play Chess if you didn't know that the objective is to achieve checkmate.  However, in a narrative videogame, these explicitly stated extrinsic ludus rules have a tendency to give away the ending.

I'm sure absolutely no one is shocked to learn that at the end of just about every game, the big bad is defeated and peace returns to the place where the game is set.  Some of the details may vary, but generally speaking the player sets out to defeat something, and they do.  Game designer and philosopher Chris Bateman tweeted recently:
"the essence of both games and stories is not conflict but uncertainty.  Conflict is only one kind of uncertainty, albeit a powerful one."
Although videogames are rife with conflict, we have mostly managed to remove the uncertainty from that conflict.   Typical non-digital games involve conflict between two or more players of which only one can win.  The heart of that experience, the thing that keeps us interested in the game, is the uncertainty of who will win.  However when we create a single player narrative videogame, that uncertainty is diminished by the fact that game designers do not make impossible games, and player failure is generally understood to not count in any meaningful sense.  The videogame may be very hard, and it may take many tries for the player to win, but the player can be reasonably certain that it is possible to win.  This may be one reason why the player vs. player modes in First Person Shooters tend to be more popular than the campaign story modes.  The PvP gameplay reintroduces the possibility of actual permanent failure, which means the game now has uncertainty.

It may be fair to ask at this point if games just aren't a good medium for story-telling.  Stories need to have endings, and games with endings need to have extrinsic ludus rules.  Stories are considered predictable and poorly told if the ending is too obvious ahead of time, while games are unfair if players don't know what the end-goal is.  This may be one of the reasons why some of the best games tend to tell fairy-tale-like stories.  We all know how fairy-tales end, but after hundreds of years we're still telling them.  It is possible for a story to have an appeal beyond uncertainty.

Amanita Design's Machinarium
Having said that, there are some ways in which games can navigate the conflict between narrative's need for uncertainty and the ludic need for clear objectives.  One method is to not explicitly state end goals.  Typically this works well with 2D games where players generally understand that a major intrinsic ludus rule is to move from one screen to the next. Curiosity about where the game is going can lead the player to take each next step, even when they don't know the overall trajectory of the game.  However there is a danger that too little reveal will cause the ending to feel abrupt.  Machinarium unfortunately runs into this problem (although is well worth playing).  Superbrothers Sword & Sworcery: EP manages to strike a better balance between alluding to the end goal and avoiding explicit statements regarding it.

Another way game designers can deal with this conflict is to have a clear and obvious end goal, but to obscure the narrative meaning of that goal.  Both Dear Esther and Journey start by visually defining the end goal as a spatial location, but neither videogame explains up front why the player is going there or what it means to get there.  It is only by playing through the game that the player will unravel the meaning of the clearly defined end goal.

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