Something I’ve picked up on with my gaming preference is stories that don’t simply focus on one “mood” for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.

Some examples of generally-great games that might fail this test:

  • Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it’s missing any real moments of levity, leading players to pretty much be on guard the whole time.
  • Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the “hero cannot die” tropes, it’s never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
  • Call of Duty: Though a dudebro series, one can’t deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don’t form a lasting impression as someone “complete” with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
  • GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it’s the plan, the heroes’ relationship, or the entire city. There’s moments of humor for sure, but little in the game makes you feel “awesome” or heroic, like your violence is achieving something.

Some games that prevail:

  • The Walking Dead: While it is a serious game like Silent Hill, it’s more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
  • Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
  • Final Fantasy: Thinking of the one I’ve played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
  • Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
  • Metal Gear Solid: Though diving hard into the “Tacti-cool”, strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
  • Borderlands: Thought I’d throw another Western developer on here. I haven’t played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.

I’ve definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I’ve wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren’t aware of that pull this off particularly well.

  • NuXCOM_90Percent@lemmy.zip
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    2 months ago

    Japanese developers tend to excel at this because Eastern culture/media is much more willing to acknowledge emotion and moral ambiguity. The West likes misty eyed men whereas East Asians are all about that former boyband member sobbing. And The West only allows a Bruce Willies level character to beat on an abuser. It’s why Hank Hill humorously kicking Jimmy in the ass after… almost getting Bobby run over by a dozen Nascar Cars sticks with us. Or Dan Conner making sure his sister-in-law is okay before wordlessly grabbing his jacket to beat her abuser half to death.

    A couple days back Aftermath posted an excellent blog on Kamen Rider that kind of exemplifies it https://aftermath.site/kamen-rider-kuuga-tokusatsu. But the quick summary: There is a meme clip going around of a sentai character beating the ever loving hell out of a monster. And the context is that the hero of that series is a super happy man who loves children who was faced with a villain who murders children in a way that maximizes suffering for everyone around them. So he just completely snaps and crosses every imaginable line while unleashing all of his powers with no wind up or ceremony. And, most importantly, there is no moral hand wringing about how “Yes, he deserved it but what is this doing to you?”. Mother fucker was unquestionably evil and got what was coming to him. And while it does tie into the overall themes of Yusuke being worn down and broken by the weight of the suit, it also acknowledges that… somebody needs to be. Which is a theme common in the Gundams and so forth.

    Contrast that with The West where The Hero is contractually required (formerly legally required…) to stop short and insist that killing the man who slaughtered dozens of children would make him no better… before being given an out when said monster grabs a gun out of nowhere.

    As for games that pull this off? I’ll contribute Dust: An Elysian Tale. Most of it is happy go lucky as the amnesiac protagonist and his cute and cuddly and obnoxious companion fight against the evil military with some good laughs. But it also touches on the theme of “you can do everything right and still people get hurt” which works REALLY well in the video game space where you are conditioned to believe the golden ending will always be happy and perfect.

    • Goodeye8@piefed.social
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      2 months ago

      I think you’re just having a blind spot for western shows. Breaking Bad, The Expanse, Game of Thrones, Barry, Mad Men and probably a bunch of others that I can’t remember off the top of my head where characters act like people with their own personal motivations and moral compasses. Without spoiling anything in one of the before/mentioned shows one of the main characters literally kills their close friend to protect the fact that they’re a shitty human being.

      There are also western games that nail the moral gray area. For example New Vegas and Baldurs Gate 3.

      • NuXCOM_90Percent@lemmy.zip
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        2 months ago

        … I would genuinely love to know what the Barry of video games is. Maybe Spec Ops The Line but that never actually is anything BUT melodramatic and dark which wasn’t the prompt. The Expanse might be a better fit but that was generally a book/show about plot progression over character studies outside of (minimizing spoilers) Everything Around Rescuing Peaches. Which, again, was almost entirely melodrama.

        That said, I do think Barry is a spectacular example of the kind of story that can make you laugh… maybe not cry but something approaching that. But if we are going into the kinds of stories that games will never touch then… I give you “literature”.

        I’ll disagree with those CRPGs because there are so many gameplay mechanics tied to alignment that it largely undermines things. I would MAYBE suggest Tyranny as a better fit although that has many of the same problems. But I will fully agree that CRPGs are much more willing to explore nuance but, similarly, tend to focus much more on a single emotion. You tend to have an Eder style character who will crack a joke to ease the tension before giving a haunting line like “It’s a good thing you weren’t braver”, but there is a pretty hard shoeing out the clowns moment when it is time to get real.

        • Katana314@lemmy.worldOP
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          2 months ago

          That’s honestly exactly what’s kept me away from CRPGs. The premise often seems to be based around something like ruined worlds or corrupt empires (both, in Wasteland’s case), with little hope for massive change. The old poster child, Fallout, runs its whole train off of treating endless grim fighting as an absurd thing to not even care about, with its tagline “War never changes”. Fun sometimes, but never meaningful.