Sunday, September 6, 2015

Super Nerd Sunday Presents: On Facilitating Human Interaction in Storytelling!



In the belly of a ship-turned-squat, he tells me about how he learned he was a psychopath.  He talks about a battery of tests, about how his mother wept when she found out.  He talks about how the doctor confided in him that he could not be cured, but that he could hide his symptoms if he learned how to observe normal people.  He discussed, in heartbreakingly blunt terms, the manner in which he perceived the world, and how his twin desires for his own personal posthuman future and the maintenance of his family's good standing, or at least what little remains, given their history of psychopathic behavior.  In the end, I do not sympathize with him.  I do not think he is a victim, or a martyr, or a monster.  He is just a person, part of my team, my mismatched family.  I do not trust him with my life, but I trust him with his own, and by staying with me, he remains safe.  In that, there's a certain humanity: he sees me as his best chance at survival and success.  And within his psychopathic mind there is a certain sense of honor guiding all these thoughts: he owes me for helping him move a little closer to the posthuman future he dreams of.  Because I've helped him, he is loyal to me.  I have proven useful, and like any useful tool I am worthy of preserving.

The twisted inner logic of Rachter is somewhat monstrous, but not as monstrous as the reasoning that other characters in Shadowrun: Hong Kong present.  To call it shocking is inaccurate.  Rather, Rachter is immersing and, in a very real sense, I come to care about him, even if I don't like him or his weird little droid overmuch.  And that's an achievement for a developer.  Getting me to care at all is an achievement.  As a gamer, I'm a jaded son of a bitch, given to looking at the various moving narrative parts of any experience I'm engaged with as tools as much as characters.  The art of making a player feel connection to the characters they're inhabiting a world with is a difficult one.

There are games that try desperately to get players to relate to characters, games built around desperately elaborate social schema, that utterly fail to convince me to care even one whit about the rogues galleries that they present me with.  Dragon Age 2 and Mass Effect 2 are two such titles, games with what might be politely called "obligatory social components" that fail more often than they succeed.  I spent hours in each of these games forwarding "friendships" that were little more than mechanical devices that I chased to get more experience and gear.  By the end of each, I didn't care one whit if most of the characters I'd spent nearly eighty hours fighting with lived or died.

That's in part because they never really felt human for me.  In each of the titles I just mentioned, and in many other titles besides, the world entire revolves around the player.  That can be nice, because it lets developers compartmentalize and control the action of a game world and avoid potential confusion in storylines, but it's absolute garbage when it comes to getting me to care about characters, because it entirely prevents them from feeling like actual people.  In Mass Effect 2 the characteristics and history of each character (aside from perhaps two or three side characters) were inevitably somehow relevant to the plot of the game itself.  That kind of storytelling, emblematic of historical epics and mainstream contemporary films, presents a sort of neatness that is abhorrent to the creation of the illusion of reality.  If you're attempting to build real characters, those characters won't necessarily have life experiences that are uniformly or universally relevant to your story.  Those characters won't always like you, or want to share everything about themselves with you.  The details they do share with you shouldn't always be pertinent to the plot of the story that the game itself is trying to tell.

In most games, there's a temptation to draw everything together and tie it off with a bow.  Plot devices, character details, and dialogue are all hard to write, and if you're pushing them all towards the same goal, you're wasting time.  But the moments where things aren't relevant, the moments where characters present us with red herrings, are just as important, if not more important, than the moments that we're dealing with crucial plot devices.  These details flesh out the characters and the world, and make the environments we inhabit feel like genuine spaces where anything can happen, instead of limiting frames of reference that we're doomed to sleepwalk through.

This is phenomena is especially clear in many of Bioware's titles, where even passing details often become relevant, even if they seem like they should be red herrings.  Dragon Age: Inquisition represents a step back from this tradition, with characters like Krem simultaneously fleshing out the world and serving little or no purpose in the plot (with the details of their lives being further irrelevant to that larger story), but it remains the exception to the rule.  Consider Mass Effect 3, where a child you see in an opening sequence becomes the mouthpiece for one of the game's most important characters (plot wise, at least).  That kind of storytelling smacks of its own self-importance, and has the end result of making players feel like they're in a carefully constructed world, a world absolutely bereft of the kind of organic interactions that color our own daily lives.

But in Shadowrun: Hong Kong, there's a wealth of world around me that I don't get to fully experience.  There's a suite of ambiguous details that I can delve into, decisions that I can make, or not make, the impact of which is never entirely clear.  As I stumble through the world, meeting people like Reliable Matthew and Ten-Armed Ambrose, I learn more and more about what makes them tick, without necessarily learning anything about Raymond Black or the Tseng Corporation or the fearsome menace chewing its way through worlds.

And that's tough to do.  It's risky, and Shadowrun: Hong Kong does it from the get go.  It introduces you to two characters at the start of the game and gives them both equal screen time.  Each character reveals things about themselves to you, and the characters have a long standing relationship that feels lived in and real, even though it's barely on screen for more than a few minutes.  And you only get to see it for that long because one of those characters dies almost immediately after meeting you.  Bullet to the head, bereft of heroics, along with another character who seems to be both relevant, interesting, and important.  To say that his sidekicks go on to become two of the most important characters in your storyline isn't a spoiler: it's a statement on just how skillfully Shadowrun: Hong Kong takes minor characters and makes them feel real.  Because it didn't take me any time to feel like Gobbet and IsObel were real people.  And it also didn't take me any time to believe that either of them could die at any moment and leave the game.  I felt it from the get-go, and I've felt it for many, many other characters in the world of Shadowrun: Hong Kong.

The game is, in many ways, a love letter to helping players develop connections with characters that are, for the most part, irrelevant to the main story.  I've spent more of my time in-game talking to various characters in Heoi, getting to know them and helping them when I can, than I have in combat, or forwarding the main plot, and I haven't been this immersed in a game in some time.  Shadowrun: Hong Kong builds a world by filling it with interesting people, and letting you see snippets of the private lives of those people as you stumble about their homes, desperately trying to survive your own personal crisis with global implications.

That's a hell of an achievement, mostly because it takes a heroic amount of restraint on the part of developers to not make every interaction important, to let them risk letting players feel like they've wasted their time by making sure Maximum Law was good and set up with a nice gun that he knew how to shoot when he needed to defend himself, or by making them care that Reliable Matthew was a miserable, lonely man who was doing okay sometimes.  There's a moment that stands out in particular, where you meet a team of rival Shadowrunners on a mission to rob a major corp of a sweet-ass laser.  While escaping, you get to know them a little, and you quickly discover that they've got just as much of a history as you and your friends do, maybe even a little more.  Then, at the end of the mission, you never talk to them again.  You hear about them a little off screen, but that's it.  No further conversations.  No detail.  No involvement in any sort of climactic battle.  Just ships passing in the night, meeting during a job, exchanging professional courtesies, never to meet again.

That's really something.

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