I recently finished the final act of The Wolf Among Us, a task that took, according to Steam, a mere
12 hours, which actually occupied roughly a year of my life. This was my second engagement with Telltale's
unique hybrid breed of puzzle-conversation gameplay/collaborative narrative
development, and the emotional residue from my first engagement with that style
of play, in Telltale's The Walking Dead,
carried over in force to The Wolf Among
Us, which is at least part of why I spent so much more time dreading what
would come next in Wolf than I did
actually playing it. In that regard, it
did not disappoint: the twists and turns of the final bars of the game were in
equal turn satisfying and surprising, and the complex morality of the choices
made both by me, through gruff cipher Bigby Wolf and other characters, most
notably Nerissa (who may or may not actually be Nerissa) resonated in a way
that few stories, let alone game-based stories, do for me nowadays. While The
Wolf Among Us was nowhere near as emotionally taxing for me as The Walking Dead, the stories it told,
and the underlying ideas behind those stories, will stick with me for a
while. I'm still unpacking its
interpretation of moral absolutism, and its distinctive illustration of how
right and wrong can shift dramatically depending on perspective, and how
personal morality functions.
But foremost in my mind is how The Wolf Among Us fits into the existing continuity of the Fables comic books, or perhaps, more to
the point, how it manages to fit the continuity of the Fables series into the various potential paths that players can
take during the game. The Walking Dead video game manages to
fit into the continuity of the comics by setting itself adjacent to the comics
themselves, asking players to generate a story that occurs largely in parallel
with the other, more familiar narrative that they've had some experience with
already. The Wolf Among Us, on the other hand, is asking players to
re-author the history of two characters who already have a complex relationship
that, over the course of the narrative frame they already "exist" in,
evolves considerably into something quite different from what it begins
as. That this relationship is at the
center of The Wolf Among Us is
something of a risky choice, at least in the context of The Walking Dead game's relationship with its own fictional
progenitor and related context. After
all, there are few nerd sub-groups more effusive and opinionated than comic
book nerds, and Fables' internal
continuity is already convoluted and fractured, not by authorship but by an
evolution which has marked the progress of the series from conceptual framework
to fully realized setting.
There are two major potential problems that come to mind
with asking players to make significant narrative choices in a prequel attached
to an established setting. The first is
that the choices the players will be asked to make may, by necessity, feel
insignificant or forced, so as to prevent the narrative players are generating
from conflicting with existing canon.
After all, the easiest way to keep players from breaking something is to
bolt it down and keep them from messing with it at all. Bigby can't kill Colin. Whatever his relationship might be with Colin
in your game, by the end of your time together the narrative demands that Colin
survive to appear anew in the comics.
Which brings up the second major problem: that player choices conflict
directly with the characters they engage within the comics, in explicit or
subtextual ways. The Bigby Wolf of The Wolf Among Us that I crafted was
nowhere near the sort of master detective that the Bigby of the first issue of Fables was, and a Fables purist might take issue with such license, or the potential
for such license to emerge in the first place.
They might, that is, if The Wolf
Among Us didn't do quite such a clever job of working around that problem
by selecting its setting so carefully.
See, while the world of Fables
is elaborate and wrought, it presents a great deal of wiggle room for both its
initial creators, and fan-creators like Telltale, allowing them to uncover new
and previously unused mythological figures from fairy tales famed and obscure. By establishing a pre-comics history spanning
decades, or perhaps even centuries depending on the issue and who you ask,
there's quite a bit of room for players to operate within an established
history while simultaneously building in a buffer that permits characters ample
time to adjust to or establish a supporting frame for the actions that occur in
The Wolf Among Us. By setting the game at a turning point in the
history of Fabletown, one of many at best referenced in passing in the comics, The Wolf Among Us gives players a great
deal of leeway for establishing their own narrative and making their own major
choices (like how to resolve the game's climax) without necessarily undermining
the future continuity in which these conflicts are not only resolved, but
wholly eclipsed in importance by the invasion of the Fable Homeland, and the
resolution thereof. It even lets your
actions become a sort of framework for the growth of your character in the
future, as even actions and choices that conflict with or countermand the
development of the Bigby Wolf seen in the Fables
comics. Your Bigby constitutes a sort of
starting point for the Bigby that will appear in narratives to come. My Bigby's bumbling, humiliating, bloody
investigation might've prompted him to blossom into the master detective he
would later become.
It's a clever set of narrative tricks, similar to the ones
employed by Bioware when they created the Knights
of the Old Republic series: players need to feel like they're having a
meaningful impact on their world, but, at least in most cases, they don't want
to dirty their hands dismantling the narrative framework of a setting they're
inhabiting. In theory, your player base
probably loves that narrative framework.
So you're left trying to carve out a space for players to exist in the
world of the characters they love without necessarily making them come into
conflict with those very entities. That Wolf does so with a setting far closer
to its antecedent texts, and does so with a great deal more narrative choice
featured than KOTOR ever did, is what
makes it so impressive.
Telltale had already proven to me that they were worth
trusting with complex, involved narratives that I wanted to be a part of. They already showed me that in The Walking Dead. Most players learned that in Sam and Max. What they proved here is that they can
contribute meaningfully to the history of the worlds they ask players to
inhabit, and give players room to make those contributions as well, without
destroying the continuity that follows them, indeed while reinforcing that
continuity and permitting players to carve it into something simultaneously
their own and not their own. Telltale does
more than merely fit their stories into the empty spaces in their narrative
worlds: they carve out entirely new spaces, etching into the narratives we've
seen already, making them more than they were, something we've had a hand in
shaping, something that simultaneously accommodates and ignores the choices we
made without making those choices feel insignificant. If Barthes was alive, he'd likely be writing
about this kind of storytelling now, and the manner in which it rewrites the
relationship between reader and author.
In these new narrative frames the author is no longer the primary figure
of importance, without losing any of the power they have held for generations
already, nor is the reader still relegated to the passive reconceptualizer of
the ideas the author posits that they have been since the dawn of narrative
texts. Instead their collaboration is
something that expands the boundaries of texts beyond convention and
time-frame, into a kind of experiential mélange that imbues texts with meaning expanding
not only into future narratives, but into narratives that have already occurs,
not merely by commenting on them, but by writing the history that surrounds
them without altering their actions, recontextualizating texts without
retconning them into oblivion.
I recently finished the final act of The Wolf Among Us, a task that took, according to Steam, a mere
12 hours, which actually occupied roughly a year of my life. This was my second engagement with Telltale's
unique hybrid breed of puzzle-conversation gameplay/collaborative narrative
development, and the emotional residue from my first engagement with that style
of play, in Telltale's The Walking Dead,
carried over in force to The Wolf Among
Us, which is at least part of why I spent so much more time dreading what
would come next in Wolf than I did
actually playing it. In that regard, it
did not disappoint: the twists and turns of the final bars of the game were in
equal turn satisfying and surprising, and the complex morality of the choices
made both by me, through gruff cipher Bigby Wolf and other characters, most
notably Nerissa (who may or may not actually be Nerissa) resonated in a way
that few stories, let alone game-based stories, do for me nowadays. While The
Wolf Among Us was nowhere near as emotionally taxing for me as The Walking Dead, the stories it told,
and the underlying ideas behind those stories, will stick with me for a
while. I'm still unpacking its
interpretation of moral absolutism, and its distinctive illustration of how
right and wrong can shift dramatically depending on perspective, and how
personal morality functions.
But foremost in my mind is how The Wolf Among Us fits into the existing continuity of the Fables comic books, or perhaps, more to
the point, how it manages to fit the continuity of the Fables series into the various potential paths that players can
take during the game. The Walking Dead video game manages to
fit into the continuity of the comics by setting itself adjacent to the comics
themselves, asking players to generate a story that occurs largely in parallel
with the other, more familiar narrative that they've had some experience with
already. The Wolf Among Us, on the other hand, is asking players to
re-author the history of two characters who already have a complex relationship
that, over the course of the narrative frame they already "exist" in,
evolves considerably into something quite different from what it begins
as. That this relationship is at the
center of The Wolf Among Us is
something of a risky choice, at least in the context of The Walking Dead game's relationship with its own fictional
progenitor and related context. After
all, there are few nerd sub-groups more effusive and opinionated than comic
book nerds, and Fables' internal
continuity is already convoluted and fractured, not by authorship but by an
evolution which has marked the progress of the series from conceptual framework
to fully realized setting.
There are two major potential problems that come to mind
with asking players to make significant narrative choices in a prequel attached
to an established setting. The first is
that the choices the players will be asked to make may, by necessity, feel
insignificant or forced, so as to prevent the narrative players are generating
from conflicting with existing canon.
After all, the easiest way to keep players from breaking something is to
bolt it down and keep them from messing with it at all. Bigby can't kill Colin. Whatever his relationship might be with Colin
in your game, by the end of your time together the narrative demands that Colin
survive to appear anew in the comics.
Which brings up the second major problem: that player choices conflict
directly with the characters they engage within the comics, in explicit or
subtextual ways. The Bigby Wolf of The Wolf Among Us that I crafted was
nowhere near the sort of master detective that the Bigby of the first issue of Fables was, and a Fables purist might take issue with such license, or the potential
for such license to emerge in the first place.
They might, that is, if The Wolf
Among Us didn't do quite such a clever job of working around that problem
by selecting its setting so carefully.
See, while the world of Fables
is elaborate and wrought, it presents a great deal of wiggle room for both its
initial creators, and fan-creators like Telltale, allowing them to uncover new
and previously unused mythological figures from fairy tales famed and obscure. By establishing a pre-comics history spanning
decades, or perhaps even centuries depending on the issue and who you ask,
there's quite a bit of room for players to operate within an established
history while simultaneously building in a buffer that permits characters ample
time to adjust to or establish a supporting frame for the actions that occur in
The Wolf Among Us. By setting the game at a turning point in the
history of Fabletown, one of many at best referenced in passing in the comics, The Wolf Among Us gives players a great
deal of leeway for establishing their own narrative and making their own major
choices (like how to resolve the game's climax) without necessarily undermining
the future continuity in which these conflicts are not only resolved, but
wholly eclipsed in importance by the invasion of the Fable Homeland, and the
resolution thereof. It even lets your
actions become a sort of framework for the growth of your character in the
future, as even actions and choices that conflict with or countermand the
development of the Bigby Wolf seen in the Fables
comics. Your Bigby constitutes a sort of
starting point for the Bigby that will appear in narratives to come. My Bigby's bumbling, humiliating, bloody
investigation might've prompted him to blossom into the master detective he
would later become.
It's a clever set of narrative tricks, similar to the ones
employed by Bioware when they created the Knights
of the Old Republic series: players need to feel like they're having a
meaningful impact on their world, but, at least in most cases, they don't want
to dirty their hands dismantling the narrative framework of a setting they're
inhabiting. In theory, your player base
probably loves that narrative framework.
So you're left trying to carve out a space for players to exist in the
world of the characters they love without necessarily making them come into
conflict with those very entities. That Wolf does so with a setting far closer
to its antecedent texts, and does so with a great deal more narrative choice
featured than KOTOR ever did, is what
makes it so impressive.
Telltale had already proven to me that they were worth
trusting with complex, involved narratives that I wanted to be a part of. They already showed me that in The Walking Dead. Most players learned that in Sam and Max. What they proved here is that they can
contribute meaningfully to the history of the worlds they ask players to
inhabit, and give players room to make those contributions as well, without
destroying the continuity that follows them, indeed while reinforcing that
continuity and permitting players to carve it into something simultaneously
their own and not their own. Telltale does
more than merely fit their stories into the empty spaces in their narrative
worlds: they carve out entirely new spaces, etching into the narratives we've
seen already, making them more than they were, something we've had a hand in
shaping, something that simultaneously accommodates and ignores the choices we
made without making those choices feel insignificant. If Barthes was alive, he'd likely be writing
about this kind of storytelling now, and the manner in which it rewrites the
relationship between reader and author.
In these new narrative frames the author is no longer the primary figure
of importance, without losing any of the power they have held for generations
already, nor is the reader still relegated to the passive reconceptualizer of
the ideas the author posits that they have been since the dawn of narrative
texts. Instead their collaboration is
something that expands the boundaries of texts beyond convention and
time-frame, into a kind of experiential mélange that imbues texts with meaning expanding
not only into future narratives, but into narratives that have already occurs,
not merely by commenting on them, but by writing the history that surrounds
them without altering their actions, recontextualizating texts without
retconning them into oblivion.
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