marygoodden said:
Home, Sweet Home
Giving players access to the dwellings of videogame characters can contribute more to the sense of a living, dynamic world than any number of cut scenes.
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The same problem is destroying the "worldsy" feel of MMOs--a lack of domestic space, because of a downplay of domestic activities. This is a symptom of a problem in basically every storytelling medium (movies and games in particular).
There is no "down time." You see the characters in action, and they are built solely for that. You never see the hero without the weapon strapped to the side, because it's been an integral part of the character since conception--the character is a vehicle for the delivery of combat, not really a "character" in the literary sense.
There is little or no
denouement in movies, either. Climactic fight scene, victory!, credits. No epilogue provided, or it's quite disposable if it's given. It's the story equivalent of a selfish lover immediately rolling over and going to sleep after "getting his/hers." The action's done, nothing more to see here.
Providing a view of the non-action side of a character, and letting the game provide some activity in those spaces, provides a cozy window through which to view a side of the character that is often neglected by the audience. And the reason it's not done is because that side is often ignored by the
writers, too.
Even in RPGs, providing the character with a domestic space that
they can customize adds a richness to the character. It provides a real sense of ownership and connection to the character, thus the game itself. This was once of particular value in MMOs. See the old Star Wars Galaxies for an example--you could place a house, decorate it with
any item from the game, and you could maneuver furniture however you saw fit (even using a combination of innocuous items to create a giant model of your own design).
It didn't serve a "purpose," per se. It was its own purpose. You had a footprint in the world, over which you had complete control. It was there even when you logged off, proof of your presence in this world. You might be able to take your character design and handle to a different game, but it was this footprint that kept you coming back--even after the core gameplay was critically injured by poorly-conceived updates. There are
still people that stay there simply because of the housing system.
I think these domestic spaces are really just a simple example of that much needed "downtime" in the story. Consider opera, as an art form. It basically consists of two types of music,
recitative (less melodic, though still sung, passages during which most dialog takes place) and
aria (the more tuneful passages, usually featuring a soloist, during which monologue takes place).
Recitative is the mechanical portion of the opera that moves the story forward. It's during these sections that the plot is unfolding, characters are having conversations (usually specifically to provide exposition), and there's a lot of forward motion. And then, we have the arias.
These were the
prizes of the opera, the best part. If you can get past the language and style barriers, you'll find they have the soaring melodies that are
really what brought the audience to those seats night after night. And during the aria? Basically, no plot movement. It's almost always a character's internal monologue, expressing their feelings over the latest development. These moments aren't about exposition, they're about insight. And they are the most beloved portions of any opera.
Modern stories, especially in video games, lack those moments of introspection. The game must be about the business of the game. If it's a war game, you should be "doing war" at all times. Period. It's all of the mechanical stuff, with a thin layer of style to make it look different. Short attention spans dictate there is no time to stop and look around. If something isn't blowing up, you need to get moving!
I blame the writers. If they aren't taking the time to create compelling stories, there's no treasure to dig for, and thus no reason to stop and dig. It must begin with them. The audience at large may not demand it until
you show them that they're missing it. Care about your character enough to give them a life outside work, and your audience will have a reason to give a damn.