Contemporary videogames are
traditionally non-linear and even more so now, giving the game player more
control over their avatar’s destiny rather than many paths to a single
destination. Often, because of this non-linearity, we must study them using
non-traditional lenses such as text, design and system. However, media
convergences and advanced technologies have seen contemporary games to shift towards emulating other media forms, such as film, in the life-like rendering of characters and
settings during game play and in cut scenes that has allowed a more flexible
and in depth reading to occur through certain applicable traditional lenses. Across
examination of Bethesda’s Fallout 3
(2008) under the lenses of text, design
and system, it is possible to see that the non-linearity of the game has a
further underlying effect in encouraging the player to explore the world and
make a series of moral choices that carry their own implications to the
character journey within the game.
Tuesday, September 18, 2012
Mercenary
The
presentation of the character at the commencement of the game alone differs
greatly from many RPG game character construction introductions in its
integration with the gameplay world and the main narrative. The start of the
game opens up with a brief cut scene panning through a bus as the radio turns
on to play the Ink Spots’ love ballad “I don’t want to set the world on fire”.
The camera pans through the bus showing various items such as a tool box, and children’s
toys which become fascinatingly morbid as the video continues to pan out to the
music which now appears as an ironic accompaniment to the devastation of the
world that lays outside the shell of the bus. Following this opening scene,
there is a brief title screen, which leads into another scene that documents
the nuclear holocaust history through a vintage styled slideshow with a
voiceover explaining the war that ravaged the previously shown city and the
function of the vaults, which leads into the introduction of the character and
the avatar building sequence. As the character wakes up in the vault, the
camera cuts to a first person view from the eyes of the character as a baby,
just being born. Liam Neeson’s voiceover integrates the playable character’s
gender choice and name into the dialogue, as well as an avatar creation option
integrated into the narrative from the beginning. This greatly differs from
many popular RPG character creation screens, such as World of Warcraft or
Diablo that occur prior to injection into the game and are from a
selection of set races with pre-loaded facial inputs. Already, this scene
integrating the tutorials with short cut scenes gives the player “an experience
that is a simulation of the way in which we might act in a hypothetical world.”
(Grodal 2003, 142) The ability of the player to change their personal
experience through choices in the game ensures no two players will have the
exact same experience, which is “… the key element in agency and thus in the
feeling of interactivity.” (Grodal 2003, 142) By giving the player an
opportunity to present themselves through the playable character, and
introducing emotional connections so early on, it allows the agency of the player
to flourish and places more weight on the moral implications to the choices
being made throughout the narrative.
Pinnacle of Survival
The
character construction stage is swiftly followed in the same vein of integrated
storyline, by basic movement tutorials, attribute and skill selection for the
character, as well as a demonstration of the choices that can be made
throughout the game, particularly that of negotiation or force. Following the
character appearance selection, this cut scene resumes, depicting the mother of
the character going into cardiac arrest before cutting to a year into the
future. This begins the next part of Fallout’s integrated character
set-up, teaching the player the game controls through the narrative and forcing
them to participate towards the intended solution in order to progress as the
character is still a child at this stage and not capable of many controls apart
from walking, running and interacting with NPCs (Non-Playable Characters) and
objects. Furthermore, this participation shows up as a quest that the player
must work towards the objections to achieve, leading to the player assigning
themselves their starting primary attributes of Strength, Perception,
Endurance, Charisma, Intelligence, Agility, and Luck. These choices affect the
later skill sets that the player is able to level up that include Speech, Lock
pick and Energy Weapons, which can all be adjusted depending on what
traditional class of character the player wishes to adhere to. The game is once
again fast forwarded to the age of 10 and then 16, where the character is
respectively taught both how to shoot as well as placed in an interaction that
shows the player that many fight situations “can be circumvented by careful
negotiation.” (Pichlmair 2009, 109)
This set up provides a foresight into the
set up of the gameplay to come throughout the game, and leads into the
determination of the primary three skills through a test. The character is
required to take a Generalized Occupational Aptitude Test, consisting of vague
questions that, based on the answers given by the player will determine which
three skills will be focused on. The completion of this step signifies the
conclusion of the character introduction stage of the game. Unlike other games in which moral traits are “ascribed to characters rather than being earned…
when making a character and thus exist before the character has actually done
anything” (Schulzke 2009), Fallout
considers this to be the beginning of the character and the player’s journeys, granting them the freedom of choice and consequence.
Last, Best Hope of Humanity
Once the player completes the
control tutorials and character attribute assignment, Fallout 3 immediately demonstrates the weight of the player’s
choices to be made. Through the dialogue options that come up
with interactions with NPCs, the player is given the “freedom of action [and] the freedom
to be moral or immoral… [through] presenting players with complex moral
dilemmas that require careful reasoning.” (Schulzke 2009) One of these choices
include the option between killing your character’s best friend’s father to
escape from the vault, or choosing to talk him into letting the character leave
instead. Whilst this main choice does not present much of a choice, all other
side quests “can be accomplished in manifold ways [where] you can kill quest
givers or they can simply die on their own, even during quests.” (Pichlmair
2009, 111)
The
moral implications of these choices can be gauged through the Karma system that
Fallout 3 uses. Schulzke (2009) notes
that nearly everything the player does affects their karma, through increase or
decrease with the numerical value depending on the severity of the morality
behind each action. Stealing warrants a minor penalty whilst murdering
non-hostile individuals incurs more significant bad karma, all acts that can be
gauged beforehand, as the interaction will appear red in colour instead of the
standard green. With each deed, the game condemns the bad through incurrence of
loss of karma. This is represented instantaneously both visually on the screen
with a notification claiming ‘You’ve lost Karma!’ and with auditory cues
accompanying, as it does with earning of Karma. These choices that the player
is being offered allows for the player to “manipulate their moral identity as
though it were any other character attribute… in the same way that one choose
their hair color or gender in Fallout 3.”
(Staines 2010, 42)
In addition to this, Karma
determines the character’s title that is given as the player levels up,
depending on whether the Karma numeric places the player in Good Karma, Neutral
Karma or Bad Karma. This Karma and reputation system is developed even further
in the next installment in the Fallout series, Fallout: New Vegas, where these Karma levels also determine certain
locations that can be visited by the player. If a character opposes an enemy
faction, then they are welcomed into entry, or if they are allies of an
opposition then they will be attacked on sight which increases the replay value
of the game as “there is no way to act in the Fallout world without creating new
opportunities and closing off others.” (Schulzke 2009) The
open nature of the Fallout world encourages the player to explore and make
moral choices that, unlike many games, affect the outcome of both the main
narrative and side stories that each carry their own moral weight with the
decisions made.
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