A Brief Note about Story in Deus Ex: Mankind DividedComplications Ensue
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog




Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

October 2024

November 2024

December 2024

 

Tuesday, October 18, 2016

I'm enjoying Deus Ex as a series of stealth puzzles. The story raises some points about craft that I'm working on myself.

The world is one in which "augs" such as Adam Jensen, our gravel-voiced hero, are discriminated against after a worldwide accident caused many of them to go haywire. There is terrorism by augs, unless it is by provocateurs seeking to blame augs. There's political infighting within Jensen's organization, TF29, and Jensen is also involved, you quickly learn, with an aug organization that suspects TF29 is being used against augs.

There are global stakes. Jensen seeks justice against terrorists, and truth against plotters.

Now I'm only about 20 hours in, and I'm a bit of a completionist, so I'm not to Golem City yet. But what I would love to see more of is personal stakes. What does all this mean to Jensen? You get to choose what Jensen says about all this, so he doesn't really have his own a point of view.

It's received wisdom in a Hollywood action movie that the hero should have global stakes and personal stakes. John McClane is trying to save a towerful of hostages, including his ex-wife.

Why? Because we can't relate to a towerful of hostages.  "One death is a tragedy. A million is a statistic," as Stalin said. That's why King Kong has to have Fay Wray in his hand. She's there to give Kong a personal goal, without which he's just an ape run amok.

A story needs jeopardy or stakes. You'd think you have jeopardy in a video game, because the hero can get killed, but after the 37th time you reboot him, it stops feeling like real jeopardy. So you need stakes. And global stakes don't create emotional engagement by themselves.

I mean, did you sob with relief when your Captain Shepherd saved all sentient life from the Reapers? I bet you had more emotional connection when Joel in The Last of Us did that thing that he did at the end -- because it involved his relationship with one person.

Heroes have girlfriends (or boyfriends, or wards, or moms) to humanize them; it's the same reason that heroes with flaws are more engaging. We'd care about Peter Parker less if Mary Jane weren't in danger. Fighting crime is abstract; saving the girl he loves is personal.

I'm not saying Adam needs a girlfriend (or a boyfriend, or a ward, or a mom). But if the global stakes were tied up in personal stakes, I feel the emotional engagement would be stronger.

E.g., rather than having him investigate a bombing, have him investigate a bombing that put his best friend in a coma. Rather than have him prove that an aug organization didn't commit a terrorist act, have him prove that an aug organization of which his ex girlfriend is a member did not commit a terrorist act and therefore she should not be executed. (Or his boyfriend, or his ward, or his mom.)

Or, maybe his girlfriend, or boyfriend, or mom, has turned against him because they think augs are terrorists. Or they think augs are terrorists and should all be locked up except for Adam and one or two "good augs." Or a judge is going to take away his kid because he thinks augs are terrorists.

Ha ha, I know, Adam Jensen would never have a kid. (But what if he did? And he had to choose whether to make his kid an aug, or let his kid stay in a wheelchair?)

(There are in fact side quests which create some personal stakes; but they're missions he does for people he runs into, mostly, not people who are necessarily part of his life. If he fails these people, he doesn't lose anything.)

Look, I'm painting in very broad strokes here. There are much more surprising, provocative and challenging ways to make global stakes personal. I'm just using these as examples.

I also tend to think, by the way, that it's much easier to follow a story when there are personal stakes. And it gives the storytellers something to sink their teeth into.

I bring this up because this is an argument I have with Guillaume and David every now and then. The player character stories in We Happy Few are all intensely personal. At a couple of points during our development of the game, G and David have complained that the stakes weren't global enough. "I know Arthur's trying to find his brother, but that's not necessarily what the player is trying to do." I rewrote the ending recently to make sure that the player gets both a satisfying end to Arthur's story, and a satisfying ending to his own story, that is, the story of his gameplay.

We have done a fair amount of work aligning player motivation with player character motivation. When those two are aligned, you get the player engaged both emotionally and intellectually. When we release the story, let me know how we did.

UPDATE:  Turns out Jensen's boss, Jim Miller has a kid who needs an augmentation to walk again, and he and his ex-husband disagree about that ... and suddenly I care a lot about Miller and how his story is going to end.

1 Comments:

This is a well written blog post (one that I found becaues I was looking at Compulsion Games' Twitter for updates about We Happy Few) and I personally enjoyed Mankind Divided. I think Adam Jensen DOES have a personal stake in the game, just one that we never see the results of (everything is handled in the ending cinematic). The stake Adam has is that if the Human Restoration Act passes, all Augs will be sent to their own communities. It's 1960s American racial segregation, but more jack-booted and globally reaching. When you get to Golem City, you see what location set up specially for Augs is like and it's not pretty. Why would we think that Ra'biah, the 3D printed city by Nathaniel Brown and the Santaeu Group, would be any better? The overwhelming majority of Augs are not bad people, some of them didn't even choose their augments. They don't deserve to live in any Golem City, whether in the Czech or in the Omani desert.

By Blogger Unknown, at 11:01 AM  

Post a Comment

Back to Complications Ensue main blog page.



This page is powered by Blogger.