1929: Another Episode

One thing I really like for reasons I can’t quite explain is when one type of media uses conventions from another, and does so effectively.

I’m particularly enamoured with the idea of video games taking cues from TV shows and adopting an episodic structure. This is something that both Eastern and Western developers have been experimenting with over the last few years, and both have approached it in markedly different ways.

The Western approach involves a developer releasing a “season” of discrete, separate games (typically five or six) at semi-regular intervals, with the complete run telling an entire story, and the possibility existing for a “second season” should the first one prove popular enough. (So far, this has happened with the episodic Sam and Max and The Walking Dead games, both by Telltale Games.)

This is all very well and good — particularly as they’re usually priced in such a way that buying the complete “season” is the same price as one regular-sized game, since individual episodes tend to just be a couple of hours long — but the biggest issue Western developers have had with this format is timeliness. It’s rare to get episodes less than a month apart, and in some cases it’s several months.

The most notoriously extreme case, of course, is Valve’s Half-Life 2, which promised to follow up the original game’s story with a series of three “episodes”. A fair plan, the theory behind it being that releasing what was effectively Half-Life 3 in smaller episodes rather than as one big game would allow devoted fans to get their hands on the new game — or part of it, anyway — sooner than they would otherwise be able to. It didn’t quite work out that way, of course: Half-Life 2 came out in 2004, Half-Life 2 Episode 1 followed two years later in 2006, and it was another year before Half-Life 2 Episode 2 appeared in 2007 and ended on a cliffhanger that now, in 2015, remains unresolved due to the continued absence of Half-Life 2 Episode 3.

This is a problem for the episodic format; the power of television series is that you can check in with them at regular, predictable intervals, and your time with the cast and characters becomes something of an “event” in your life, whether you’re marathoning a show on Netflix or kicking it old-school and watching things as they’re actually broadcast on TV. In order for that to work, the episodes need to be close together — typically a week apart. As Western-developed episodic games stand, however, their development cycles are such that releasing them a week apart simply wouldn’t be possible unless they were all developed at the same time, in which case you might as well release them as one big game anyway.

So that’s what a number of Japanese developers have done: take the episodic format (in many cases, complete with teaser, opening credits sequence, “monster of the week”, cliffhanger and end credits) and stick a bunch of them together into a single game.

It’s an effective approach in several ways. Narratively speaking, it allows the story to flow through a number of different distinct but interconnected arcs before reaching a conclusion that — hopefully — wraps them all together and resolves everything nicely. Mechanically, meanwhile, it provides a suitable structure for gradually introducing new concepts at set intervals so as not to overwhelm the player with overly complex systems right from the get-go.

I’ve played a number of Japanese games and visual novels that adopt this approach in recent years, with notable examples including School Days HQ, which quite simply was an interactive six-episode anime series, and My Girlfriend is the President, which even went so far as to conclude each episode with a “Next Time On…” teaser before immediately jumping in.

Two particularly effective examples from the very recent past and present are Senran Kagura Shinovi Versus and Omega Quintet, the latter of which I’m currently playing on PS4 and, as noted yesterday, am adoring.

Senran Kagura Shinovi Versus has an interesting structure. There are four main story arcs, each of which focuses on one of the four ninja schools involved in the overall narrative. These each tell a story by themselves and have their own distinct mood, themes and tone, but they also work together to help build up a full picture of the world in which Senran Kagura unfolds. Once you have cleared all four of the main stories, there’s a final episode that wraps everything up neatly. In effect, the complete game works like one of those anime series that has an abrupt tonal shift partway through its run (either between seasons, as in the case of something like To Love-Ru, or in some cases right in the middle of a season, as seen in Sword Art Online), perhaps moving to focus on a different set of characters, a different storytelling format or simply a change of subject matter.

But it doesn’t stop there. Shinovi Versus also features a short, five-level mini-story for each and every one of the playable characters in the game, with these effectively acting in the same manner as “OVAs” — short episodes, often distributed through means such as first print run mangas, preorders and the like, that don’t have anything to do with the main story and are sometimes considered non-canonical. By the time you’ve finished these as well as the main story, you have a very thorough understanding of every single character involved in that narrative. It’s an effective approach.

Omega Quintet, meanwhile, goes all-out anime in its approach, with pre-credits teasers, opening titles, self-contained narrative arcs that build up the overall story, gradual introduction and exploration of main characters an episode at a time, cliffhangers and end credits sequences. Yes, Omega Quintet is a game in which you’ll see the “end credits” multiple times over the course of a single playthrough, and it’s always satisfying to do so; the episodes are structured sensibly in both the narrative and mechanical senses I mentioned above and it works really well as a format. One more reason to like a game I’m already enamoured with.

I wonder if we will ever see Half-Life 2: Episode 3, though. It’s become something of a joke by now, and we are, to be honest, getting to the stage where people who originally played Half-Life 2 “back in the day” probably don’t care any more (I don’t, though I’d play Episode 3 if it came out due to sheer curiosity) and a new generation of gamers might not even know what it is. It is the great Unfinished Symphony in gaming, and a warning to any other developers considering the episodic approach: take your cues from the Japanese way of doing it, and save yourself a whole lot of hassle.

Dear Esther

dearesther

I remember first hearing about Dear Esther a while back, during one of those interminable “games as art” discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and gameplay together, but Dear Esther set out to be something altogether different. Designer Dan Pinchbeck describes it as a “multimodal, environmental storytelling experiment” which “presents a sparse environment with no embedded agents, relying purely on the player’s engagement with and interpretation of a narrative delivered through semi-randomised audio fragments”. (source)

That’s a very dry description of what this mod is doing, but it’s an accurate one.

Dear Esther places the unnamed player on a seemingly-deserted island, starting on a jetty facing an abandoned house. The beautifully-delivered narration begins immediately, reading from a letter to the titular Esther and gradually developing as the player passes around the island.

The interesting thing about the story is that there are several threads running at once, and the randomised delivery of the audio cues throughout means that after a while, they all begin to blur together until it’s not clear where one story ends and the other begins. Pinchbeck notes that “two plots develop simultaneously: the avatar’s visit to the island following the historical record of a 17th century cartographer, and repressed memories of a car accident”. The way these plots intertwine and seem to share themes and ideas in common, as well as wildly disparate elements too, mean that, in Pinchbeck’s words, “a closed reading, or understanding, of the events is impossible to ever reach.”

In this sense, Dear Esther is a dream come true for people who enjoy finding their own interpretations of games. The mod reminded me a lot of Flower, if not in execution then certainly in atmosphere. Flower makes very little of its story (if indeed there is one) explicit and is very open to wildly different interpretations. One could take it literally or metaphorically – and it is the same with Dear Esther. The game raises unspoken questions about whether or not the island you are walking around is actually real, who the mysterious characters the narrator refers to really are and, of course, who Esther actually is.

Pinchbeck himself was surprised at the positive response to his deliberately open narrative, noting that “the notion of an unfolding mystery that is never solved actually appeals to [players]” and that “the atmosphere and drive to find out more about the story is enough of a pull to get them all the way through the experience”.

It’s true. Dear Esther presents an intriguing mystery that makes it clear from the outset that there are no specific answers, yet there is a clear “goal” for the player to attain. This was achieved through use of the environment combined with the spoken narrative. Although the environment of the game is very “open-plan”, being based on an island, at no point did it become difficult to determine where to go next, as there was always something that “looked interesting” over the next ridge. As the narrative progresses, a huge aerial in the middle of the island becomes visible with a large flashing red light, and the fact that this is almost constantly visible gives the player some indication of 1) where they are going and 2) how much longer they have to go.

Music is also used very effectively throughout. Haunting piano and string themes drift eerily over the speakers as the narrator slowly speaks his lines. As the story builds to something of a climax towards its “conclusion” (for want of a better word) the music becomes thicker, more intense, and with more mysterious, unidentifiable noises creeping into it. It gives a sense of progression in a game which leaves more questions unanswered than answered at the end.

There’s certainly no denying that Dear Esther, like Flower, is an experience that will make you feel something. That “something” will be different to different people, as Pinchbeck notes that:

“…we have been surprised how many players report being scared. Several others describe the experience as eerie, moving and very sad. These last two are emotions that normally fall beyond the affective range of games, especially first-person games.”

Lewis Denby, writing on Rock, Paper, Shotgun, had plenty to say on this subject, and it’s well worth reading his excellent article. One particularly interesting point he had to mention was:

“I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff.”

Dear Esther, he says, is noteworthy for taking players into uncomfortable emotional territory and refusing to give in throughout. The whole experience is infused with a kind of melancholy throughout, and the final moments of the story as it comes to a close without any real “resolution” are heartbreaking.

All this in a barren, empty landscape with no human interaction, no speech besides that of the anonymous narrator, no guns, no white-haired pretty boys, no anime cutscenes – and yet somehow, deprived of all that exterior fluff, Dear Esther manages to present an intriguing story which has compelled more than a few people to play it through several times and develop their own interpretations further – and all this using an engine which is renowned for its fast-action run-and-gun FPS gameplay. It just goes to show what a little bit of creativity can achieve.

Dear Esther can be downloaded here.

Pinchbeck’s notes on the mod can be read here.