This
isn’t to say story is needed for a legitimately fun experience. One of the
first games I ever played was The Legend of Zelda for the Nintendo
Entertainment System. I can sum up the plot of ninety percent of those games
with six words: princess in trouble; guy
saves princess (Nintendo is pretty damn good at this). That being said, I have
played every game in the series, and there are several. It’s a fun and
challenging game to play.
However,
I’ve grown up to favor, nay, expect a branching story that depends on my
actions. This has been the case ever since I played Civilization for the PC. In
it, you rule your own nation and play as you see fit. You can rule as a
benevolent king, a tyrant, or whatever in between. Sure, there’s no true story
at work here, but it’s entirely dependent on how you play. I’ve yet to see
another game handle moral choices to this degree.
Games
today, however, generally attempt to insert moral choices as a primary gameplay
mechanic. In the first-person shooter Bioshock (one of my favorite games in the
genre today), the rate you acquire experience for attacks is determined by what
you do with creatures called “little sisters.” Once you take out their
protectors (who are all massive problems; this gets bloody, by the way), you are given a moral dilemma; should
you save them for a little experience, or slaughter them for all their
experience?
This wouldn’t be a problem for me
if the game had some kind of grey area. Instead, we only get two endings. One
makes the main character out to be a saint while the other makes him a cross
between Adolf Hitler and Skeletor.
This leads me to believe that the
player truly has limited control over the main character’s destiny, there-by
making me feel detached from the story. Inevitability absolutely kills
narratives for me, especially when you don’t understand the game’s
rationalization. Take Fable 3, for instance; like in Civilization, you play the
young ruler of a nation, only you’re actually defending your kingdom from an
evil force that is approaching in a year’s time around the game’s second half.
However, when you make decisions that would make more money in effort to combat
the oncoming threat, the game dubs your choices as “evil.” Correct me if I’m
wrong, but isn’t a year of high taxes and general douchebaggery better than
being consumed by a giant monstrosity?
Bottom line: don’t think for a second that I dislike moral
choice systems that drive the plot in videogames. It can be an involving experience
for the player and work wonders regarding storytelling. However, I believe that
the industry has yet to fully grasp the concept. Here’s hoping that a game will
someday get it right. This is that one nerdy kid signing out.
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