There's
nothing like a game which really sucks you into its world. This can be done in
many ways. It might be through the quality of the story, or by creating a sense
of 'being there', or simply by being so maddeningly addictive that hours pass,
unnoticed, until you 'surface' well after midnight.
WANT #2 - IMMERSION
2 (a) - Storytelling
Famous
example - Planescape: Torment (PC, 1999)
I've
previously remarked on the blog that games don't generally go in for complex
plots. Some don't bother with them at all. This makes it all the more
satisfying when you come across one which bucks the trend.
With
Torment, Black Isle chose to place the story at the very centre of the
experience - and rightly so, for what a story it was. Your character (referred
to as Nameless One for obvious reasons) wakes up on a mortuary slab. He has no
memory of how he came to be there, and soon realises he cannot die - if he
falls in combat, he simply wakes up back on the slab.
As you
speak with other characters, you realise that they remember you from previous
lives - of which you have no memory - and you gradually piece your story
together. It's both dark and adult in tone, and related mostly by dialogue -
almost uniquely for an RPG, combat takes a back seat, and talking to people is
more likely to get results than fighting them.
Torment, of course, is set to make a comeback, with its
spiritual sequel, Tides of Numenera. We can only hope that as much care will be
lavished on the story in the new game as was on its predecessor.
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| The graphics aren't up to much nowadays, but stick with it - it's worth it. |
2 (b) - Exploration
Famous example : Morrowind (PC, 2000)
As was mentioned in Part 1, it's very rewarding when a game
allows you to deviate from the main story and to play exactly as you see fit.
Occasionally, though, a game will not just permit this, but actively reward
players who just can't resist poking around in odd corners.
The earliest examples of this were found in platform games,
such as the Mario series, where making the effort to get to the most
inaccessible parts of a level would often be rewarded. Many RPGs also make it
worth the player's while to look everywhere and inspect everything - doing this
in a Final Fantasy game (or at least in the older ones where you could wander
the world map) was often the only way to discover the game's best items, and
even additional characters. Even FPS games have got in on the act from time to
time - Doom 2 placed a chainsaw directly behind the player at the very start of
the game, as a free gift for those who just have to explore every nook and
cranny.
Morrowind's more celebrated sequels, Oblivion and Skyrim,
also catered to those afflicted by wanderlust, and raised the graphical bar
enormously, but neither could match the sheer scale of their predecessor. As I said in part 1, there
was a whole lot of Morrowind in which to get lost, and always something else to
discover - a mage who falls out of the sky at the very start of the game, a
tomb containing a Viking burial ship, even the corpse of Indiana Jones...
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| Morrowind also featured more unusual geography than its successors. |
2 (c) - Meaningful
Choices
Famous example - Mass Effect (Xbox 360, 2007)
The concept of a player's decisions making a real
difference to the plot of the game is something of a Holy Grail in game design
- highly prized, much sought after... and possibly mythical. Obviously it's not
possible for designers to write a game with hundreds of different plots to
reflect every last parallel possibility, but sometimes it's all too obvious
that a game is giving you an illusion of choice, and that the story will pan
out exactly the same way no matter what you do.
Many games have got around this by offering multiple
endings - the main plot is unaffected, but the choices you make affect the way
the story finishes. Some games (notably the Silent Hill series) can end in several
different ways, but this device has more commonly resulted in 'good' endings
for players who have been upstanding citizens, and 'bad' endings for those
whose conduct has been less exemplary. It also means that, if you want to know
whether the in-game decisions matter or not, you have to play through the entire
game at least twice (or go hunting for spoilers on the Web).
Making a game's story develop differently as you play it is
a lot harder to accomplish, but it can be done. Fallout 3, for example, offers
the player the early choice of either saving or destroying the settlement of
Megaton. Although the effect on the overall story isn't enormous, the player's
'base' from then on can be one of two distinctly different locations, substantially
altering the game experience.
I choose Mass Effect here simply because the series
attempted something I haven't seen in any other gaming franchise. In the first
game, you're offered a stark choice of how to handle an alien threat - and the
choice you make then affects events in
the later games in the series. A gimmick? Perhaps, but still commendable,
purely for trying something different.
2 (d) - A sense of 'being there'
Famous example
- Deus Ex (PC, 2000)
During the
early stages of Deus Ex, whilst prowling the back alleys of New York, you come
across a deserted basketball court. There's a ball there too, lying abandoned
on the tarmac. You pick it up, naturally - it's clearly there as an invitation.
It's at this point you realise that the game's physics engine will allow you to
shoot some hoop. I spent at least ten minutes trying to perfect my throw so
that it dropped through perfectly, no rim. I'm sure I wasn't the only one.
Did this have
anything to do with the game? No. Was there a purpose to it? Of course not. It
was just put there as a bit of fun, a light-hearted moment in a game whose
subject matter tended towards the dark and weighty, but it's one of my best and
strongest memories of the game. It made the game world feel more like a real
place. It placed you inside your character's head in a way that pure gameplay
cannot. That sort of detail can make the difference between a game that is
remembered fondly and one that is remembered as a classic of the genre.
When DE: Human
Revolution appeared, 11 years later, it also featured a basketball court.
Clearly someone at Eidos pays attention to customer feedback.
2 (e) - To be part of an epic story
Famous example
- Final Fantasy VII (Playstation, 1997)
Game designers
may not always do coherent plots, but they do like to have it large, and I
could have picked any number of titles to illustrate this. What better example,
though, than the first JRPG to crack the Western market?
As I've
mentioned previously on the blog, my Damascene moment with this series involved
FF VI - but I've gone with VII here. To explain why, I offer the intro
sequence. It begins with a tight shot of Aeris walking down an alley. As she
steps out, the camera pulls back to show first a busy street, then a whole district,
and finally the whole city of Midgar. The game's title appears. Then the camera
spirals back down into a different part of the city, ending at a station with a
train just pulling in. Out of this jump several people, including Cloud, your
main character. It's huge, it's cinematic, and it drops you straight into the
story. Damn, now I really want to play it again. It works on the PS3, I just need
a spare week or two...
(Should the video bug surface again, click here)
Immersion can be accomplished in many ways - sometimes by enormity of scale, and other times by the tiniest of details. The bottom line, though, is that when we play games, one of the things we wish for most is to feel like a part of their world. As a medium, videogames can provide a purer sort of escapism than almost any other form of entertainment. Long may they continue to do so.












