'This Whole System Is On Trial!': Surprises and Self Reference in Game Mechanics

drayfishdrayfish wrote on 14 Jul 2012 11:12

(To avoid what little spoilers there are, be sure to skip the middle section surrounded by bold.)

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Here's something y'all might need to know about me: I'm always late to the party. Any party. (Hell, I was even late to this one here at AWTR…) And it's not a 'fashionable arrival' thing. It's usually incompetence. I got lost on the way. I saw something shiny and decided to stare at it for a while. I fell into a wardrobe and awoke in a magical land. That kind of crap. In short: I seem to operate at some kind of socially and culturally staggered pace. If I'm praising the greatness of a television program, it was no doubt cancelled years ago ('Have you guys seen this new Deadwood show?'); if I like a band, no doubt their popularity has already peaked and waned ('The White Stripes sound so awesome, I wonder if they have any other albums?'); books ('This Terry Pratchett guy might be kind of cool')…*

So when you see me praising something as great, it almost always means both that everyone has experienced it already long ago, and they have most likely already written at length about why that experience was so important. Please keep that fact in mind as I utter the following words:

I am only just now, for the very first time, playing Chrono Trigger.

And it is…


And let me tell you why.

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I've just been put on trial.

On freaking trial! In freaking COURT! Where I'm gonna be put to death!

I came back to the castle, leading the princess home, and I'm all:

'He-ey guys, here's your princess and everything! I'm just doing the whole thing where I bring-the-princess-back-to-her-castle-and-get-a-new-quest-deal' – and they freaking arrested me! Hauled me off to a specially designed courtroom splash-panel where I got judged for my actions.

But here's the thing: they really were my actions. All of the insignificant, insubstantial, who-gives-a-second-thought kind of actions that I had made up to that point.

Did you eat this old man's lunch?

Hey! I didn't mean to! I was just standing there and I pressed a button and it was gone! It was an accident! And when it happened the princess laughed! She thought it was adorable! And – And I didn't reload cause the next time I went back the lunch was there again! No harm no foul… Come on!

Did you just run over and pick up the locket that the princess dropped before you even saw if she was okay?

…Um. Well, yeah, okay, so maybe I didn't talk to the princess before I picked up the locket, but it looked like game loot! That's what I've been trained to do! Pick up game loot! That's RPG 101, man! Some gear drops, you pick it up! Right away before it disappears. Years of gaming experience have programmed me to think that way – now I'm being judged for it?!

Aw no. Hell no. I'm not guilty. You're guilty! This whole system is guilty! We're all part of the machine, man! We're all just cogs in the machine! Attica! Attica! Attica!!! ATTICA!!!

What about the girl I helped with her cat? Doesn't that count for something? I could of just left it there! I had to walk it across the whole screen!

No?! Nothin'? Guilty?!


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What amazed me was the game's capacity to call into question the very way that I play such RPGs. The decisions that I make, without a thought. Do you thoughtlessly pick this thing up? Do you bother (for seemingly no reason) helping that other person out? What if people actually noticed and responded to the way that a player operates in a pixilated adventure world? What would people say about you if you were really behaving this way in real life?

In a game like Mass Effect or The Witcher this kind of in-game response is expected, is part of the package: your actions will be remembered, will be commented upon. But here it was a thrilling, experience-altering surprise, one that actually led me to consider the manner in which I approach games themselves – how my character avatar behaves in these spaces, and what that says about me.

I've heard that – in a far more grim and dire manner – the recent release Spec Ops: The Line has been designed to perform a similar function, to invite the player to consider the very nature of military shooters, their jingoism, their moral dimensions. I've not played the game, so I have no comment myself, but it is intriguing that this can be a definite communicative purpose in videogame design. One I find particularly intriguing.

So, my question to the community here then is what games – and perhaps more specifically what surprise moments, mechanics, or ideas in games – have had this effect on you? Have made you question the very action of playing games itself? Even shaken up the way that you behave in game, or the way that you relate to the genre as a whole?

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* And have you guys heard of the Beatles? I think they could go places. Thet could probably use some more experimental Japanese avant-garde sound-scapes though. I hope someone can help them with that.

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