Showing posts with label The Walking Dead. Show all posts
Showing posts with label The Walking Dead. Show all posts

Wednesday, June 19, 2013

Walking (Dead) With My Girlfriend Finale: Keep that hair short, girl


The Girlfriend and I have now finished the last three episodes of Telltale's The Walking Dead (and then moved across the country to Washington, hence, the delay of this article), and I thought I'd get a few more thoughts down on the game. This article will contain a few spoilers, although I'll try to keep it as clean as possible. Still, if you don't want at least some elements of the game's story spoiled, read no further.

The thing that became clear, once The Walking Dead was over, was that it's not Lee's story at all. Lee is the protagonist, sure, and the games stick very closely to his perspective. But the actual story, the character who the player influences in the most interesting ways on their journey, is Clementine's.



There was a moment, after the games were over, when Shanna chastised me for being too honest with Clem. Indeed, anytime the option to sugarcoat or euphemise or lie to spare her young feelings was presented, I would argue strongly against it. "She's just a little girl," Shanna argued. "She deserves the truth," I would reply. We were having a sincere discussion about the best way to parent a child who was not a child, just a deft creation of 3D modelling and writing and Melissa Hutchison's excellent voice work. But Clementine felt real to us, and her opinions mattered.

When we chose to do the right thing, it was as often as not because we were worried what Clementine would think (and the game is brutal about inserting her into moments when the urge to do wrong is strongest). Her disdain is the worst punishment the game can deliver, because, thanks to her childish naivete, she never hesitates in opting for the "good," "righteous" choice. Sure, you can rationalize your actions (and the game's structure, which requires that Clem remain devoted to Lee, ensures that she'll at least partially accept your excuse), but the punishment for doing so is the sense that you've made a permanent influence on Clem's impressionable mind.



Telltale aren't the first people to realize that a child's judgment is an excellent way to make a player give considerable weight to their actions. It's easy, especially for jaded gamers, to treat fictional worlds like consequence-less playgrounds where the id can run free. This is all well and good if that's what you designed your gameworld to be, but it can absolutely wreck an attempt at a serious tone. By placing the watchful eyes of an impressionable being on the player, learning from their actions, it's possible to give normally sociopathic players pause.



The difference here, and the reason Clementine is so compelling, I think, lays in the fact that most games that employ this mechanic (Bioshock 2, The Witcher, and Dishonored come to mind) tie your influence on the child to some set outcome for the game. You are told, explicitly, that your choices had a concrete impact, that you've pushed this child to some specific life route. In short, you're given closure on the choices you made, assured that what you did 'mattered,' because in a video game you expect to be given a clear metric for the choices you made. But The Walking Dead's conclusion derives its poignancy and meaning from the fact that we are utterly denied our closure, our ability to see how we've shaped the future.

When the game is over, your ability to influence Clementine is gone. There's no jump cut to her as a heroic messiah or a blood-thirsty warlord, guided by your parting words. There's only a scared little girl, still trapped in a bad situation, and the hope, a hope which exists only in the hearts of the player (or players), that the influence we had on her will be enough to keep her safe. That we taught our little girl enough to make her strong and smart and healthy. There's no guarantee that it will, that all those "Clementine will remember you said that"s will amount to anything. We just have to hope that it was enough.


I think that's called 'parenting'.

Thursday, June 6, 2013

Walking (Dead) With My Girlfriend Part 2: Less Choices, More Dying


The Girlfriend and I finished the second episode of Telltale's The Walking Dead last night, with the general agreement that, while still quite enjoyable, it was a step down from the first one. Elaborating on why would probably involve spoilers, which I'm striving to avoid with these posts, but I think there's a few points I can make before grousing at a bit more length about a fundamental problem I have with the games.

The biggest problem we had with TWD Episode 2 was that it made the illusion of choice that powers these games more obviously illusory, ironically by offering us more ostensible freedom. The first episode, which was focused on small locations and clear-cut dangers, constrained my possible 'safe' behaviors - the ones that wouldn't obviously get us eaten by zombies - and let us pick a few choices from what was left. The second episode asks much more general questions about which paths could or would be safer, but there's clearly no escape from the general flow of the narrative. Lee (the player character) makes several decisions that neither I or Shanna would, causing several moments where we were like people watching a movie, shouting "Don't go in there!" at the idiot protagonists. The episode clearly had a story it wanted to tell, but in telling it, it robbed us of a sense of agency. There are still plenty of choices to make in Episode Two, but the biggest ones (ie. 'Should we trust these people?') are taken out of our hands, and it makes the experience feel a lot more hollow.


Another problem we had (Shanna, especially), was a sense of being let down by the dialogue options in a way we hadn't been with the first episode. "Starved For Help" gets kind of dualistic, as you're pulled between factions in your group, and there (unsurprisingly) came a time when we were forced to choose sides. Afterward, during a conversation reflecting on that event, EVERY conversational choice said essentially the same thing - three different ways of denouncing the character we didn't side with. I guess you could see it as the game locking us in to supporting the decision we had made, but the fact is that none of those things were what we WANTED to say in that moment. It's another one of those times when the game failed to put us in Lee's shoes, and it breaks the sense of "What WOULD I do in these situations?" that makes the games so compelling.

That's not to say we disliked Episode Two. The plot was pleasantly twisty (if a little predictable), and most of the problems fell away as a climax pushed everything back into the tense, exciting "You have three seconds to choose or everyone dies, what do you do, WHAT DO YOU DO" sensation that we loved in Episode One. We'll definitely be back for the third.


I do have a complaint, though, about how the games handle something that game designers have struggling with for years - player death. It's probably not surprising that, in a game about a zombie apocalypse, the main character can die. I've died once in each episode (which, I'm not gonna lie, is a little embarrassing in front of your girlfriend), and each time the only thing that really gets killed is my sense of immersion in the game.

Hypothetically, death should be the worst thing that can happen in a game. You know, because it's... death. But in The Walking Dead, the moments where Lee passed away were some of the LEAST tense, because the consequences of it were so quickly reversed. You get a "YOU DIED" screen, and then time is rewound slightly and you get another chance. If I say something wrong in a conversation, it's a mis-step I might never recover from; if my throat is torn out, it's three button presses to get back on the right track.

But what's the alternative? Death erases your save file, Steel Battalion style? Unacceptable - nobody likes to have progress stolen from them. As gamers, we've always had to deal with the fact that, in life, death is the end, but in games, it can only be a setback, because we want to keep playing. Push a player too far, rob them of too much progress, and they'll just abuse savegames (if you let them) to avoid negative consequences completely. Take that away, and most of them will quit (the ones who don't are probably weirdos who play roguelikes, ugh).


If there's a solution to this, it's in exploiting the player's attachment to the other characters in the game. Instead of painlessly killing Lee, maybe every time he fails to extricate himself from mortal peril, one of the other characters is hurt saving him. Not killed - that would alter the story too much for the designers to keep the narrative under control - just hurt. Make them look more tired in cutscenes. Hell, maybe even build a sense of obligation between them and the player - "You're siding with HER after I was damn near murdered saving your ass?!" - that opens up new story possibilities or emotional connections.

If you're going to insist on having failable action sequences in your adventure game (and that's a debate, I think, for another time), they need to be invested with consequences that work WITH the adventure portions, not just alongside them. Make them part of the story, not just a quickly reverted sideshow.

Tuesday, June 4, 2013

Walking (Dead) With My Girlfriend - Some Spoiler Free Thoughts on The Walking Dead Episode One


I picked up The Walking Dead last week during the Telltale Games Humble Sale. I've found their games problematic enough in the past (Sam & Max too clunky, Strong Bad too collectible-obsessed, although the Monkey Island games are quite good) that I'd never have paid full price for it, but I'd heard enough positive things about TWD to happily pay $4 for it. Having recently moved in with my girlfriend, who loves the TV series, I thought the episodic structure would make for great lay-in-bed-together-and-play sessions. Last night, we played through the first of the five episodes, and I thought I'd jot down some thoughts about it.

First of all, the controls have none of the problems of older Telltale games, which is to say, the character moves quickly across the screen (seriously, adventure game designers everywhere: I love that the genre is back! I grew up on Space Quest and Quest for Glory. But, and I mean this as politely as possible, THERE SHOULD BE LESS THAN A FUCKINGSECOND BETWEEN ME CLICKING AND A THING HAPPENING. ALWAYS.). The dialogue wheel is stolen from Alpha Protocol, but we'd all be a lot better off if all games stole from Alpha Protocol, so that's cool.


Actually, the interface is one of my favorite aspects of the game - when you start the episode, you're given an option of a "Normal" or a "Minimal" interface, and I strongly recommend Normal. Normal means, when you make a conversational choice, more often than not a little pop-up will appear on the screen that says something like "Ken will remember you said that." The first time that happened, my girlfriend had a wonderful little fit of paranoia about how a minor conversational lie could come back to bite us in the ass. And for a game that's 60% conversations, it's a wonderful way to give player choices impact. Dialogue can be ambiguous - did that character say he doesn't trust me because that's what he's scripted to say, or because I lied to him? When the interface itself calls you a liar, it makes every decision feel more important.

The timed conversation mechanic is great, too. Once the game establishes that conversational choices have real, meaningful stakes, the added pressure of time-sensitivity amps up the stress in pleasant ways. The best moments are crisis situations, where there's not enough time for me to consult with Shanna about which choice we should make. One of us simply barks out a command, the one with the controller puts it in, and the choice is sealed. And since the most-tightly-timed choices are the ones of most consequence (which is to say, who to save when the walkers start attacking, it creates moments that feel REAL in ways that they couldn't without that urgency. It stands in contrast to the more sedate conversations, where we both try to suggest the 'right' choices, gaming the system or trying to seem morally 'correct'. But there's no time for that when zombies are about to rip a kid to shreds, only blind, instinctual decision-making. I love it, and I love sharing those moments with her.

The game it put me in mind of, unsurprisingly, was Indigo Prophecy (Fahrenheit outside the US and on PC), the first game I can think of that put conversations under the time pressure they would have in real life and assign consequences to how you speak. Of course, the conversational choices in Indigo Prophecy are eventually revealed to be largely meaningless, and are eventually consumed by mindless QTE combat, so it might not be the best game to use as a model.


I'm still not sure how much of The Walking Dead's sense of consequence is real, yet. I've so far resisted the urge to pour over FAQs to figure out which of my decisions actually change things, mostly in deference to the fact that I'm discovering it alongside my girlfriend. The end-of-chapter "On The Next Walking Dead" bit, where almost every decision is reflected, almost made me feel more leery, though. It felt like a checklist, with the game saying, "Seeeeeeee? We remember! Really!" I'm looking forward to seeing how my choices carry over into Episode Two when we play it tonight.

The one real qualm I have with the game so far is that it cloaks the past of player character Lee Everett in ambiguity. Without going into spoilers, Lee begins the game in handcuffs after being accused of a crime, and the game is never clear about whether he really committed it. This would be okay if this was a situation where I could choose his past, like the flashback sequences in Knights of the Old Republic II, where choices made in conversation essentially 'select' which past occurred, but the game makes it fairly clear that there IS a true answer to Lee's guilt, and we just don't know it.


In a TV show, this kind of ambiguity is natural and can be used to ratchet up tension and suspense - the first season of Homeland is largely driven by the fact that we don't know what's going on inside one of the main character's heads, and it's riveting - but in a game, it's a flaw. You can make the argument that the gap in our knowledge of Lee represents the fact that, with society having collapsed, people's pasts don't matter. But I'm not just supposed to be watching Lee Everett, I'm supposed to be him, making the choices I think he'd make. By hiding an incredibly important aspect of his past from me, it hamstrings my ability to make those choices. It's a hole in my understanding of the character, and it leaves me feeling like I'm going to be ambushed - and not in a fun, stomp-the-zombie sort of way.






*I'm wondering if this won't turn out to be the sort of situation where Lee's eventual guilt is determined by our behavior throughout the game - a Lee played righteously will be eventually shown to be innocent, a villainous Lee guilty. I'm okay with that sort of adaptive retcon, even if it does damage the possibility of actual redemption by retroactively exonerating a 'good' Lee instead of letting his virtuous actions be a reaction to his past.