Tuesday, July 30, 2013
Cosmic Friends Forever
I'm trying to work something out in my head, and this seemed like as a good a place as any to explore it. For my thesis I have been contemplating the role of game mechanics in narrative. It seems obvious that any event that takes place in a videogame should impact the story within the game. However, quite often, even in well-crafted videogames, gameplay elements are either completely irrelevant to or in open conflict with the narrative. I've been struggling to grasp the causes of this problem, and I think perhaps the use of hit points (HP) and player character deaths in videogames can help to illuminate the issue. Spoilers ahead for Superbrother's Sword & Sworcery EP.
The general idea with HP is that a character starts off with a particular amount of HP, and taking damage reduces their HP, when zero HP is reached, the player must start over. In most games the characters gain more HP throughout the game. This mechanic predates videogames, and is commonly used in videogames to provide the player with feedback. Sometimes the HP is explicitly displayed to the player, such as in the Final Fantasy games' character statistics, and sometimes it is hidden, such as in the Uncharted games where the player's view is obscured by red vignetting when Nathan Drake loses health. HP can also be illustrated with icons, such as The Legend of Zelda's heart containers or Sword & Sworcery's stars.
In the Legend of Zelda games HP does not conflict with the narrative, but neither does HP serve any narrative purpose. When Link is hit, part of a heart container is emptied. When a boss battle is completed, the player is rewarded with a new heart container which adds to the overall number of hits Link can take. The story is actually about Link's quest to find the Triforce, so why is the collection of heart containers even included? The heart containers serve two gameplay purposes. One, increasing the number of hearts makes the low level enemies seem easier and allows the game designers to make later enemies harder. This helps the player maintain a flow state. Two, this provides the player with important feedback. The more heart containers the player has collected, the better they are doing, and the closer to the end of the game they are.
Sword & Sworcery uses an inverted HP system in order to communicate to the player what the Scythian is going through. The Scythian's HP is illustrated with star containers which empty when she is hit. When all the containers are emptied, she is knocked out and the player must wake her up and start the battle over. After each boss battle, the Scythian loses one star container. At the end of the third session of Sword & Sworcery, I realized that there was only one more boss battle, and the Scythian had only one more star container. Other characters had noted that the Scythian wasn't looking so good, and the Scythian herself referred to her quest as a woeful errand, but it was the game rules that made me realize what was happening to the Scythian. If 0/1 stars is alive but damaged, then 0/0 stars must be dead.
I look back at my argument here, and it seems solid. The rules of the game world communicate information (narrative or not) to the player. But my writing is hollow and cold. I've written about how I read the games, not what those readings meant.
When I saw what was happening to the Scythian, I was devastated. Like many other players, I was inconsolable. I walked away from the game for a month or two. I wasn't sure that I would go back to finish it. I wasn't sure that I wanted to finish it, if it ended the way I now expected. When I did go back to finish the game, it was because I felt I owed it to the Scythian to see her through her woeful errand. I felt a responsibility to a collection pixels. That is the power of a strong narrative supported by the language videogames.
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