Wednesday, February 09, 2011

Alright, straight to the point for today: In my previous post, we covered the first four steps in the process of "awakening" a character in game narratives. This process is usually referred to as immersion, but that term is a catch-all phrase that holds too many cultural and social implications. As such, I have deconstructed the term and kept a single piece of it for this exercise; the mechanical process of "awakening" the character, and by extension the player.



Step 5: Acknowledge the limitations of the character


This step is simple: After the character has accumulated enough experiences and knowledge to overcome the achieve the original Goal, he or she must begin to chafe at the limitations that, up until that point, were the boundaries of what he or she could achieve.


This trope is engraved in the mythology of Western society: The special individual has been distinguished from the rest of his or her community, has overcome trials and tribulations, gained knowledge, experience, and trophies from his or her exploits, and is finally ready to face the final obstacle. At this point the character experiences a paradigm shift, where all the rules, regulations, and boundaries imposed on the hero are shattered. This step is a second variation of Step 1; however, instead of awakening the character to the rules and regulations of the game world, Step 5 elevates the character above such trivial laws. This is the character's second great awakening.


Holding true to the examples in my previous post, Mass Effect 1 supports this Step as well:






[Between Steps 5 and 6, the character should finally achieve the original Goal from earlier Steps, ideally by applying a new understanding of both the game mechanics and world lore (story mechanics) gained through the cyclical process of Steps 3 and 4]


When the character finally achieves the original Goal, it should be, in both senses, Epic.


And, as before, Mass Effect 1 holds true to the Epic confrontation:


[NOTE: All three clips are part of the last half hour of the game. Bioware, the studio that created Mass Effect 1, set a new industry standard with this half hour of game play. I would HIGHLY recommend watching all three clips; if you do not have the time or the patience, please go get the game and play it on your own. Treat yourself to an amazing interactive narrative]















Step 6: Resolution


The sixth step is the closing of the narrative. Not necessarily the end of the storyline, but the ending of this particular narrative. If the distinction is not clear, look at the difference between the themes in Mass Effect 1 and Mass Effect 2:


In Mass Effect 1, you are elevated to a position of power, and quickly gain knowledge of an alien race of machines that threatens to harvest all life, both organic and synthetic, for an unknown purpose. To defeat the threat, Shepard needed to break free of the political and social chains that held him down: he needed to become something more than a man, and in the end he became a symbol for humanity's courage and power.


That summarizes the narrative of Mass Effect 1: Shepard came to understand a threat, shattered his limitations, and became a powerful symbol for his species.


But, Shepard's story does not end with Mass Effect 1. In Mass Effect 2, Shepard is once again separated from his community, but this community is comprised of his crew, his squad-mates, his mentor, and possibly a lover. And by means of separation, Bioware put Shepard's collective might from the end of Mass Effect 1 up against another Reaper creation, this time in the form of a species known only as "The Collectors." And the Collectors blew up his ship, scattered his crew, and sent Shepard tumbling to his death by means of falling toward a planet. In keeping with the relation between separation and death, Mass Effect 2 is a great tragedy.


Whew . . . sorry for the detour: back on track. Step 6.


Step 6 is the conclusion of the narrative, and can end in one of three ways:


1. The character is suddenly absent from the narrative (Death, Disappearance, Abduction)

2. The character becomes a part of the society that he or she transcended (Subjection, Service, Slavery)

3. The character exists outside the society that he or she transcended (Exile, Ascension)


I have been wrestling with a way to explain the distinction between these three endings, and I settled for a set of visual metaphors. And, just for shits and giggles, I made metaphors for the first five steps as well. Enjoy:



Step 1: Open the Character's Eyes






Step 2: Distinguish the character from other individuals in the game world






Step 3: Provide obstacles for the character to overcome en-
             route to the goal






Step 4: Assimilation of experiences and/or resources in
response to overcoming obstacles in Step 3 (Assimilation)




Step 4.5: Assimilation of experiences and/or resources in
response to overcoming obstacles in Step 3 (Maturation)






Step 5: Acknowledge the limitations of the character




Step 6.1: Conclusion, the character is suddenly absent from the narrative


Step 6.2: Conclusion, the character becomes a part of the society that he or she transcended



Step 6.3 Conclusion, the character exists outside the society that he or she transcended




>>> <<<

So, if you've read this post in its entirety: thank you for reading. I'd highly recommend Mass Effect as a week's worth of entertainment, and I would also recommend Chopin's "The Awakening" for a bit of light reading. Take the plunge and explore your humanity. You might like what you find.

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