This is but one of many stories told to children by their village elders involving The Young Adventurer or Queen Alice or both or variations thereupon. As with all such stories, the details differ from version to version, although the fundamental structure is found in all of its forms. The accuracy with which the events chronicled within are described is of course suspect and a matter for debate. Readers are encouraged to formulate their own opinions on the Authenticity and Truthfulness of this particular account.
Join me atop the Sacred Rock, for here the All Thing resides.
Then the Young Adventurer ascended the mountain and came upon the Law Stone, which stood within an open meadow. Atop the Stone sat Queen Alice, thrice-exalted usurper and Lady of the Green, her legs folded in the manner of a Lotus, her head adorned with a Crown of deep red flowers. In front of her lay a succession of objects, perfectly arranged in a row. It was known by all that Queen Alice was to be consulted at this juncture, and so the Young Adventurer approached her forthwith.
“My Lady, I have journeyed long and travelled far and I must now seek your counsel. I wish to partake of your wisdom and experience so that I may deepen my knowledge of the Way of the Sword and Shield.”
“You needn't try and explain yourself so,” replied the Queen “For I know your true purpose. You approach me clad in green, or violet, or crimson, or blue or in cold metal or in a mighty helm of brilliant flame. You shall carry on doing so, and you will do so in the hereafter and times long passed. Your intent is surely clear enough; it's your meaning I don't follow.”
“I require training in the martial arts,” the Young Adventurer said “Or, barring that, some formidable tool of honour and power that will aid me on my quest. Is that not the purpose of this assortment of items between us?”
“What you see in front of you is what you wish to see” Queen Alice said “Or perhaps,” she hastily added “What you expect to see. I appear to you in this manner because I am expected to and am thus invoked, though I appear in this form because it rather suits me. We have met this way before and we shall continue to meet this way time and time again until the world grows dark and the land grows cold.”
Confused, the Young Adventurer countered “I see what I see in front of me because it is there and it was there before I climbed this summit. How can it be otherwise?”
Alice responded “What you see are half-truths; between us stands an impenetrable wall of nothingness. You bear witness to the simulacra of meaning and virtue.”
“Is a Thing Not-A-Thing? What I desire and what I am presented with have no correlation, as you are right now effectively demonstrating.”
“A Thing ca'n't be without its symbol.” Alice gestured to her collection of objects “I could give you this this canoe (which is the world) this book (which is the link in the chain), this ball (which is the aspect of thunder and lightning), this skateboard (which is the door and the eye), this cobra (which is the voice of the dragon) or this wheel (which is the tower) and each would be useless to you stripped of their subject. Furthermore I daresay they mayn’t even exist if you wished it.”
The Young Adventurer was now thoroughly confused, and asked of Queen Alice “What is the purpose of all these riddles and symbols? This is getting me nowhere! I've come all this way and I should like to have some answers to all of this.”
“They get you nowhere because you choose not to follow them, of course,” said Alice. “The secrets of which you speak and seek are spelled out before you; answers written in words carved out of summer's clear sky. Pick a path and follow it, for it shall lead you towards divinity.”
The Young Adventurer was growing angry and proceeded to criticize Queen Alice “Will you not give me what I seek, or are you simply incapable of giving it? Is a Queen not a Queen if I wish her not to be? For in you I see the simulacrum of a regent. Does a Queen not sit on a throne and preside over her land and people? Pray, tell me: Where do you rule and who are your subjects?” The Young Adventurer said this, for it seemed Queen Alice possessed none of these Things, then added one final question: “What Are You?”
“Is the answer to your question not already clear? Do the words not appear before you, though you are unwilling to read them?” Alice replied “I am the Queen without a throne, for my throne is the field of scented rushes. I am the Queen without a queendom for my queendom is the Earth, the Ocean, the Sky and the space beyond and between. I am ruler of everything and nobody. I am the third of two Queens of Dreaming and have no predecessor or heir for my apotheosis was my will. I am Woman-Become-Goddess and Goddess-Become-Woman. I am the form to which you must aspire.”
To this the Young Adventurer had no response, so Queen Alice thus continued “Do you not see some reflection of yourself in me? Is that not this reason you have come yearning for my company and guidance at this moment in time?” Alice paused for a moment, than continued “You seek wisdom and meaning. These are not Things I can give you, but things which you must discover yourself and absorb into your aspect. But you also seek knowledge of topics with which I have a particular experience. Such knowledge is the beginning of a path, so this I will tell you.”
The Young Adventurer raised no objection to this, for the quest must continue, thus there was no objection that could be raised. “Talk with me then about The Path.”
“There is not one Path, but many paths. The road and the destination can remain the same, but should the trees change colour or the cobblestones be re-layed, the path will likewise change.”
“Surely The Path remains the same? The Road still stretches across the same piece of land and it still ends up at the same place.”
“A road is only a Thing if you perceive it to be such. A road becomes a path when a Master perceives it to be one. Or perhaps rather, the path is the way to become a Master, but only a Master can recognise it as such. Either or both. The path is the Endeavour.”
Queen Alice knew this puzzled the Young Adventurer, for she had seen a vision of it doing so before the words left her lips, so she shared a story. This was that story.
“It is a truth that in the days when I walked alongside my foster-father I was a warrior, much as you are presently. A Warrior Queen assumes her mantle through combat, and I am coronated through the slaying of the High King: I slew him once in the Hills of Erin upon the raven’s wings, once in the House of False Love, once in the Mead Halls of the Gods and again atop the City of Fire. I likewise felled him amongst the Missing-Birds of Aetherius and in Darkness and in Sadness and then in the Dreaming, which is all places and all moments. The clashing of our swords echoes back to the dawn of time and forward to the End of All Things.”
Alice continued “My infinite victories win me only my self, which is nothing, yet everything. This is true inasmuch as it happened, I exist, and therefore this must have happened. But it is also a truth that in those days I wore the Storm Crown and thus did righteously slay the High King, for he knew not Love, and had I not the world would become Poison and I should cease to be.”
“So one becomes a Master by finding a path, following that path, and slaying he who resides at the end of the path.” The Young Adventurer offered.
“It is a truth that heaven may be reached by violence,” Alice responded “But I slay kings with Love myself. They are not such disparate forces, you know. The House falls for it promises Love where there is none. A real Master knows the value and power in this.”
“What more must a Master know?”
“That a Master is not a Master until The Name is both spoken and forgotten. Only then can Masters recognise themselves and attain liberation, wisdom and power, which are the same. I am Alice and I am Not, but I Am. This is the true purpose of the path, for the path is the Endeavour. One needn't worry so much about the end of a road, it's the walking that's important. After all, one ca'n't go around slaying kings all the time, now can one? Bearing the Sun Crown I travel where I may; my processional train the daylight of summer itself.”
“But the warmth of a summer's day can turn just as quickly to the fury of thunderstorm...” the Young Adventurer almost hesitated to point out.
Queen Alice smiled warmly and said “I was born in both and exist in both. Always and forever.” for she was not at all ashamed to admit this.
The Young Adventurer thought about that for a time, and then asked Queen Alice “Pray, My Lady. Please tell me about The Dreaming.”
“The Dreaming is part of everyone and everything, and everyone and everything is also part of The Dreaming. It is shared between all, yet it is also the domain that no two people may ever truly share. It is above and beyond and deep within. It existed long before this moment and shall carry on forever after it.”
“But which dreamt it, then? Whose dream?”
“The Dream is the Dreamer, and the Dreamer the Dream.”
“But,” the Young Adventurer cried out “If I am nothing but a Dream than nothing I do shall ever amount to anything and I have wasted all these many hours!”
“Hush now,” Alice spoke softly and gently “There's no need for that sort of talk. For the true mark of a Master is learning the secret and one true purpose of The Dreaming: A Dream may Dream as Dreamers do. The Dream remains and is reborn again. Eternally.”
While this wasn't entirely comforting, the Young Adventurer said nothing, but continued to listen to Queen Alice with rapt attention, so she went on. “We all leave our mark on The Dreaming, don't you see? It is always around us and we always feel its presence, though we may not be able to reach back to it. A Master may do so, for a Master walks both in the land of the Dreamtime and in that of the Waking Dream. That is the true purpose of the path.”
After some thought, the Young Adventurer finally spoke, saying this: “I believe what you say is a truth, though I also believe I mayn't see it quite the same way. But I shall heed these things you have told me, for I must continue my quest.” Queen Alice knew this would be the answer, for she had foreseen it far into the future.
“Come now,” she said, her elfin sun-smile once again crossing her lips “Sit with me for a time upon the meadow of flowers. Cast your gaze to the valleys in bloom, the river which flows ever on to the sea and the mountains of snow from whose summits you can touch the sky. Meditate on these Words I have given you, for hidden within them is the secret of the Endeavour.”
You shall learn to Dream with the dawning of the sun on a brighter day. Your path lies before you.
This isn't going to be a really massive update: I do have big plans for this site I'm busily working on behind the scenes to set in motion and I have a major blog project unrelated to this one I'm currently scrambling to get into a reasonably presentable form. But, there was one piece of recent game industry news I absolutely had to say something about.
As I'm writing this, Bethesda has just announced the cessation of development on and support for The Elder Scrolls V: Skyrim. While minor patches will continue to be released for awhile, Dragonborn, the expansion pack that returns players to Solstheim, the remote northern island first seen in the Bloodmoon expansion for The Elder Scrolls III: Morrowind, will be the last piece of official Bethsoft DLC for Skyrim. It's a more than fitting end for the game, but the announcement has left me with somewhat conflicting emotions.
The news has been difficult for me to deal with for a number of reasons. For one thing I have a habit of intentionally not beating many games: When I was young I somehow got it into my head that if I beat a game, then that was sort of the end and I couldn't enjoy it any more. This is of course silly: I've played through Super Mario Bros. alone a frighteningly incalculable number of times over the years without it ever becoming trite or hackneyed and I've gotten 100% on Metroid Prime and Alice: Madness Returns at least four times apiece. I continue to play SSX Tricky over a decade after its release in spite of the fact there is literally nothing more for me to unlock or accomplish that physically exists on the disc. Even Skyrim I must have played through at minimum a dozen times already if for no other reason than how often I've had to start from scratch thanks to corrupted saves brought about by mods conflicting with each other and even the official DLC packs and updates. But the fact remains I remain, at least subconsciously, uncomfortable with the finality the end of a video game signifies.
And The Elder Scrolls is different from other video game series. More than any other game I can think of, each TES outing relies on the dynamic interaction between players, developers and the physical game itself. Tamriel is a game world that on every conceivable level works under the assumption that it will be shaped by each of these forces working cooperatively-The world of Skyrim exists only because they collectively want it to. It could be convincingly argued this is true of any video game, possibly any work of fiction for that matter, but The Elder Scrolls is overtly, textually *about* this at a basic, fundamental level. And among Elder Scrolls games Skyrim means something very special, at least to me. It's too early for me to say exactly what, but it's something.
As a result, even though the end of Bethsoft support for Skyrim certainly doesn't mean Skyrim will necessarily cease to exist, there is still a palpable sense of loss to be felt here, at least for me. Yes, Skyrim is now fully in the hands of the ever-vibrant Elder Scrolls mod community, who continue to amaze me with the absolutely unbelievable things they can do with the game and who will most assuredly continue to support it for many years to come (there are even still modders supporting 2006's Oblivion and 2002's Morrowind to this day), but I still can't help but feel one of the engines of creation has run down and a major sense of creative drive is no longer with us. It feels like part of Skyrim, and a very significant part, has died.
This is neither the time or place for me to go into great detail about exactly what Skyrim has meant to me over the past two years: There's far too much for me to say and I'm still not entirely sure about how I'm going to go about saying it (nor am I, for that matter, terribly confidant I can put it it into words at all), but I do fully intend to make Skyrim and The Elder Scrolls series as a whole the subject of a major, large-scale project of mine at some point in the future. What I do want to do with this space is take a little time to gather some initial thoughts about the game's legacy and how the world it's helped create will live on, even without Bethesda. Unfortunately, I don't have a ton of my own at this time. What I do have is access to some very touching things I've read from other people. I suppose that makes this entry little more than a glorified linkblog, but that's all I've got right now and I would highly recommend checking out each of these articles regardless. They're not explicitly about the end of Bethsoft support for Skyrim, but they all feel oddly fitting in the wake of it. Sometimes things work out that way, as if the gentle touch of the ideaspace is subtly reacting to our collective zeitgeist.
Eurogamer has an extensive, and very beautiful, interview with Jeremy Soule, the composer behind the soundtracks for, among many others, Secret of Evermore, Guild Wars 2, The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim. In it Soule talks about near-death experiences, the spiritual dimension behind his music and his inspirations. He also muses on music's ability to allow us in some ways to channel those who came before us and speaks not of “composing” but “transcribing” and makes the act of writing and listening to music sound like an almost transcendental, magickal experience. Those who've read the entry where I name-check Avital Ronell as one of my favourite philosophers will know this is a statement that speaks to me. I think Soule might just have it figured out, and I feel similarly about video games. Soule also spends some time talking about the Kickstarter project to fund his first symphony, The Northerner, which will be an extension and continuation of the themes and stylings of his soundtrack to Skyrim. While The Northerner won't be The Elder Scrolls: Skyrim II, I do find it telling that a guy with the kind of mind and list of credits Soule has felt moved and touched enough by Skyrim to revisit it in a work of this magnitude.
Finally, Skyrim itself might be given new life via the Oculus Rift, quite possibly the single most exciting thing to come out of the current video game industry climate. Indie developer and YouTube user Cymatic Bruce has gotten Skyrim running on the Rift and recorded a video to show us his first impressions. I've already spoken at great length about how much I'm looking forward to the Rift, and I won't lie and say Skyrim wasn't one of the games I've been most hoping to see in VR. Up until now though I had assumed that was only a pipedream. Even if no new content were to be made for Skyrim, experiencing it again on the Oculus Rift would be like playing an entirely new game.
As fancy and as technically fascinating as the Oculus Rift is though, the key thing it contributes to Skyrim is the same thing the mod community and The Northerner do: It reminds us of and continues to reinforce all the thoughts, ideas, emotions and experiences the game stands for and has allowed us to share between ourselves these past two years. Bethesda's involvement with it may be over, but things like this might just ensure that Skyrim lives on not just in the hearts and minds of its people, but because of them.
The eruption of Red Mountain was caused when the meteor Baar Dau crashed into Vivec City following the disappearance of Vivec, despite the efforts of Morrowind's best mages.
-From Lore-Based Loading Screens, a featured mod for The Elder Scrolls V: Skyrim
Recently, I went to go see
Peter Jackson and Weda Digital's latest opus The Hobbit: An
Unexpected Journey in theatres.
I enjoyed it, which should say something given what it takes to
actually drag me *to* a movie theatre, let alone appreciate
whatever's onscreen. I'm not going to talk about the movie itself
here though: I'm far from a Tolkien fan so I have precious little
investment in the plot or
characters. Basically I
thought it was an
entertaining, if clunky and painfully padded, children's fantasy
movie frequently weighed down by its desire to canonize
itself with the fundamentally
tonally incongruous Lord of the Rings trilogy. In other words it's
just about a perfect film adaptation of the book.
No,
what I primarily wanted to talk about is the other
big thing that's been fueling discussion over The Hobbit
for the past few
months:
The fact it was shot entirely
in 3D and a “High Frame Rate” 48 frames per second (HFR). This
has apparently made a great deal of people very angry, leading
critics whose opinions I would otherwise tend to respect to make
stupidly sweeping statements about “The Death of Cinema”. I'll
deal with this argument a little later on, but for the moment let's
focus on why someone would even want to shoot a movie this way in the
first place.
For
those who might not know, traditional movies are filmed in 24 frames
per second. This has been the industry standard for, well, just about
as long as there's been an industry. Now, the human eye processes
information about the world at 60 frames per second, which means
movies, and really any medium that is descended in some way from
cinema (such as television, though crucially not typically video
games) plays at a
significantly slower speed then what we're used to in Real Life.
Choosing to shoot a movie at a higher frame rate means filmmakers can
by definition convey much more, and much more nuanced, visual
information than was previously possible, meaning their movies will
look much more naturalistic.
Indeed, in a video blog about the choice to shoot the Hobbit trilogy
in 3D/HFR, Peter Jackson described the experience, in the words of a
pre-release screening group, to be as if the screen at the back of
the theatre had been removed and replaced with a window into Middle
Earth.
Jackson's
comment reminded me of some things Shigeru Miyamoto had said in the
past about the Legend of Zelda series. According to Miyamoto, the
original Zelda game on the NES was originally built around the idea
of a fantasy world inside a desk drawer, which makes a lot of sense
if you stop and think
about it: Imagine
opening up your drawers and looking down at Hyrule and all those tiny
little sprites-It's a
wonderfully imaginative and very typically Miyamoto way of phrasing
ideas. The original Zelda
even helped to popularize a top-down perspective for action RPGs.
Coincidentally enough, a year prior to the release of The
Hobbit: An Unexpected Journey,
Nintendo released a handheld console built around the concept of
portable, glasses-free 3D video games, and one of the first marquee
titles on that system was a 3D conversion of The Legend of
Zelda: Ocarina of Time.
In a previous post I've already argued for the use of stereoscopic 3D in
video games in strictly technical terms. To briefly summarise my
earlier argument, I feel stereoscopic 3D, via the reintroduction of
naturalistic depth perception, can help bring back some of our innate
ability to orient ourselves in our surroundings that polygonal games
lost due to their lack of kinesthesia and fixed, flat perspectives.
This would prevent things like the troublesome platforming in
Mirror's Edge and the
godawful camera in Super Mario 64 (or
indeed any other polygonal platformer to come in its wake: Despite a
generation of gamers becoming accustomed to it, the problem's never
gone away). Here though, I'm
arguing from strictly aesthetic ground, because if
anything felt like a literal window into a fantasy world it was The
Legend of Zelda: Ocarina of Time 3D
running at full tilt with the 3D slider up all the way.
Ocarina of Time 3D is
one of the most visually stunning video games I've ever played and
remains possibly the best showcase for the 3DS' kit to date. Hyrule
has an unmistakeable depth and weight here, and running out onto the
field at dawn as you shield your eyes from the realistic sun rays
glinting above the horizon is a powerfully vivid experience that can
be described as magical. Like so much about 3D, the beauty of The
Legend of Zelda: Ocarina of Time 3D
comes subtly and in small moments, like sunrise on Hyrule Field or
using the built-in gyroscope to aim Link's bow, a trick which really
gives the sense the game exists in an actual place that's just on the
other side of the 3DS, or perhaps more accurately a place that exists
*within* the 3DS. It lives up to Miyamoto's pitch for the series
like absolutely no other game in the series has: It truly feels like
you're holding the gateway to a fantastic realm in your hands.
Despite
how vivid and clever this effect was and how it was clearly designed
to hold up the original guiding tenant for the series, you know what
*didn't* happen during my playthrough of The Legend of
Zelda: Ocarina of Time 3D? I
didn't trick myself into thinking I was Link trekking through Hyrule.
I never forgot I was playing a video game. Likewise, when I saw The
Hobbit: An Unexpected Journey in
3D/HFR I never forgot I was watching a movie. Apparently,
if you listen to some critics, this is a major failing on the parts
of both works and both Weda Digital and Grezzo should be absolutely
ashamed of themselves. Indeed,
this even seems to run contrary to Peter Jackson's own statements on
the matter. Thing is, the way I see it both Jackson and the film
critics are barking up entirely the wrong tree. Since
the argument against 3D, and now HFR, is the most fully formed and
bandied about the most in film critic circles, Jackson
is most likely talking in marketing buzzwords
and video game critics seem to mostly be parroting film critics (as
opposed to gamers, who seem to be mostly being reactionary and
opposed to any sort of
change) it's the film critic version of the argument I'll focus on
responding to.
Film
critics seem to be having a bit of an identity crisis from where I
stand. On the one, hand, there is, as always, a push and a desire for
things to be as “realistic” as possible, hence the popularity of
dark, anti-romantic and “cinematic” filmmaking techniques (see a
similar trend in video games as publishers and developers race to
improve graphics technology at all costs to
make games look as much like movies as possible
at the expense of everything else). On the other hand, there is a
contingent of cinephiles who seriously argue that movies ought to be
watched in a “dreamlike reverie” and only the combination of 35mm
film and a 24 frames per second frame rate will achieve this. I guess
we're supposed to be completely lost and overwhelmed by the rapturous
cinematic spectacle of the director's vision...somehow...and anything
else is nothing short of blasphemy. I've never experienced anything
remotely resembling what these critics are proselytizing with
any movie I've seen, but as someone who doesn't really enjoy movies
all that much maybe I'm not the best person to be talking about this
subject.
Even so
though I find a lot of problems in this argument, especially as it
relates to 3D/HFR. There is a belief that 3D is nothing more than a
distraction and the enhanced detail of HFR makes everything look
unnaturally fast and “hyper-real”. There is a legitimate
technical argument to be made against the use of 3D in movies (see
this article from the Chicago Sun Times), but this really isn't it
and at least for me personally, 3D has done nothing but enhance my
enjoyment of anything I've seen it used in in recent years. In
regards to HFR though, rebutting this argument requires a great deal
of technical explanation and knowledge about how eyes and the visual
centre of the brain works. So it's a good thing Tested already did that then as I am neither an engineer nor a cognitive scientist (in
brief, those bemoaning HFR's “hyper-realness” are frankly
deluding themselves. Even the creator of Adobe Photoshop agrees with me).
As
for the “dreamlike reverie” part of the argument, this actually
gets at something that's a bit of a touchy subject for me. See, the
flip side of this argument is that anything with an enhanced clarity
of detail gets a negative reputation for looking “campy” and
“theatrical” (say, a TV show), as opposed to being “cinematic”
and “realistic” (like an old movie) which is, apparently, better.
My good friend and colleague Phil Sandifer has already looked at this
argument in the context of the switch from television being shot on
film to television being shot on video tape here and here. When
put this way then, the big film critic objection to 3D/HFR seems to
actually be that the enhanced detail provided by the new digital
technology breaks artifice and suspension of disbelief. In other
words, it makes the movie look like a movie.
In
The Hobbit: An Unexpected Journey,
most critics I read
yelled and screamed about how HFR made Rivendell look like a Matte
painting (which it was), theinterior shots look like
movie sets (which they were) the
lighting look unnaturally
harsh (which all movie lights have to be due to the nature of being
movie lights) and the prosthetics look like rubber and plastic
headpieces (which I shouldn't have to explain).
This is apparently a Bad
Thing. It's also an argument I simply cannot get behind: The
Hobbit doesn't look
“hyper-real”, it looks just plain *real*. This is demonstrably
and provably what a movie set looks like, period. Putting aside the
troubling and I sincerely hope self-evidently false possibility that
some film critics don't know what a movie set looks like, this leaves
the argument that movies shouldn't look staged because of a need to
be “realistic” or, alternatively, to uphold some lofty ideal
about the Magic of Cinema™.
I've always been opposed to the idea fiction has to be
representationalist at all costs. To
be blunt I think the fixation on making things look “cinematic”
and “realistic” has been one of the most dangerous and
distasteful trends in visual media and it irks me more than a little
to see things assigned objective value because based on how cleverly
they hide the fact they're make believe.
Because this is the thing:
Movies and video games, despite what most people seem to want to
believe, are not real things.
They are facades;
storytellers playing pretend. They've never been
anything else, and they will never be
anything else. Trying to cast
them otherwise does nothing except fool people into thinking
filmmakers who are being stupidly crass and hegemonic are actually
representing reality, thus continuing to perpetuate harmful
stereotypes and lead to
dangerous assumptionssuch
as thinking the reactionary and truly reprehensible Lincoln is actually a historically accurate biopic or that romantic comedies
are an accurate representation of the way relationships and people in general work. The
Legend of Zelda: Ocarina of Time 3D
and The Hobbit: An Unexpected Journey
are not windows into Hyrule or Middle Earth and they were never going
to be: They're windows into a crude technological facsimile of what
Weda Digital and Grezzo *imagined* those fantasy worlds to be like.
Fictional worlds do not exist
in and of themselves: They are imaginary spaces made real by the
interaction of readers, writers and the works meant to act as
representations of them.
Possibly
my favourite video game of all time is The Elder Scrolls V:
Skyrim. As a series, The Elder
Scrolls has the intriguingly paradoxical reputation of being a
trailblazer in immersive world building and for
pushing the limits of game
technology to such an extent
each and every
game is plagued by an incalculable number of glitches and
bugs that range from
hilarious to game-breaking and are frequently both at once. One
could make the argument Skyrim
fails as a work of fiction because the constant technical problems
take players out of the game and it's world and keep players from
getting “lost” in the dreamlike reverie, but I would
sternly disagree: Never once
have the glitches in Skyrim
caused me to enjoy the game less as a work. Sure, I get upset if it
randomly crashes and deletes hours of progress or spontaneously
decides to make my save file unusable forcing me to start the whole
game again, but I accept that as part of what Skyrim
is because it posits a fantasy world that could only exist as a video
game. Inexplicably levitating
mammoths and farmers falling
through the ground are as
much a part of the world of Skyrim as dragons, wizards and Blakean
Eldritch Abomination
Dwarves.Skyrim
is a game that embraces being a video game and all that comes with
it, and that includes the glitches Skyrim
is a game world in every sense of the word, but
that's a topic to which we must return at a later date.
I
have no problem accepting the fact that my movies and games are
actually made by people with technology and imagination instead of
Real Places I can escape to
that magically come into
being out of nothingness. In
fact I think that's marvelous, because it just helps me get to know
the creators more *as people*
rather then aloof Gods. I
celebrate the death of artifice instead of bemoan it because, in
its dying throws, it reminds us that art, and all art by definition,
is performative. Fiction and art cannot represent reality; they can't
even be a 100% accurate depiction of any individual creator's vision.
At best, all they can do is provide a brief, blurry glimpse into the
minds
of those who helped usher itinto being
or strike a chord with individual readersXplayersXaudience members to
form an entirely unique kind of meaning.
In
a famous and frequently circulated interview (well, comparatively so
given the participants) philosopher Avital Ronell, a personal role
model of mine, though she'd probably resent that label, flatly rejects the title of “Writer” or “Creator”, preferring
instead to call herself a “writing being” or
“secretary of the phantom”. For Ronell, writing is not something
one, in the manner of a patriarchal
God, makes happen and wills
into existence.
Rather, it can be more accurately described as the act of taking
dictation from an incomprehensible
ethereal force and trying
one's hardest to throw up a facsimile that in some way could be
construed as a crude representation or simulacrum of the original set
of ideas. One does not “Write”, one is possessed and consumed by
“writing”. Ronell compares those who write to drug addicts:
Figures imbued with a manner of unreliability and social stigma who
nonetheless have a grasp over a unique perspective and insight.
I love
this description for a number of reasons: Firstly, as someone who
identifies as a similar “writing being”, I can honestly and
confidently state this is exactly what writing feels like for
at least me personally. Secondly, it's a great argument for the
inherent performativity of all forms of personal expression. Indeed,
interviewer D. Diane Davis even uses that exact term when referring
to Ronell's breakout work The Telephone Book, a piece designed
to invoke static noise, contradictory information and the
deconstruction and destruction of the book itself as a concept. A
play doesn't represent reality and doesn't even try to: Its actors
and stage sets are meant to *stand in* for things and situations the
audience is familiar with and the real erudition comes from the
interaction of all the pieces working together to create a larger,
weirder whole. Just as Ronell says, any kind of creative endeavor, be
it a book, a movie, a literary text, a journalistic piece, an
ethnography, a video game or a blog post, works the same way, no
matter how much certain people might wish to pretend otherwise.
Personally, I find that a far more fascinating and inspiring concept
then the idea our works of art and fiction spring magically
fully-formed in the manner of Athena from the skulls of patriarchal
Godlike Creators whose Works and Actions must be respected and
worshiped in the same manner.
I think
of all forms of modern media video games have the biggest potential
to emphasize and reinforce this fact, which is part of the reason I'm
bothered so much by the language from certain developers and critics
that games need to be more “cinematic”. Due to the irreducible
factor of player agency, by definition there's no way a video game
can force a passive narrative or specific experience onto its
audience, despite the efforts of some developers to do exactly that
(but that's perhaps another post). Games are fundamentally set up as
dynamic interactions between multiple parties at a very overt,
literal level, so this performative thread shines through the
brightest with them. For a good example of how developers can write
this back into the text, let's look at one of the best spokesperson
characters for games-as-plays around: Princess Peach Toadstool. Yes,
it's once again time to do one of my signature hyper-redemptive
readings of a character or text either nobody likes or has nobody has
ever heard of.
But how,
my indignant readers wail, do I think I can redeem Princess Peach
of all gaming characters, the poster child for sexist, stock
damsels-in-distress? Well, I respond, it's actually quite simple once
you realise what the Super Mario games actually are. The common
perception of the Mario games, most famously and succinctly
articulated by Yahtzee Croshaw in articles such as this one, is that
despite the original Super Mario Bros. (or Super Mario
Bros. 3 depending on your preference) being an
indisputable classic, it's a tepid and unchanging series that has
somehow managed to last over 25 years telling the same basic story
and rehashing the same basic game over and over again with absolutely
no variation. Also, Peach is reprehensible because all she does is
look pretty and get stupidly kidnapped, serves no purpose and lacks
any personality or characterization, which would be a valid complaint
were any of it actually true. The Mario series' lack of so-called
gameplay innovation is one thing and an argument to be examined
another day (and one I think might have merit, at least as it
pertains to the games of the past decade or so), but Yahtzee's dead
wrong when it comes to plot and here's why.
First of
all, I'd mention that despite my universal disdain for any kind of
kidnapping plot, King Bowser actually had a somewhat acceptable
motivation for kidnapping Princess Peach in the first Super Mario
Bros. and one most modern critics seem to have forgotten. See,
what no-one remembers anymore is that in the story printed in the
original manual, it's stated Princess Peach is an extremely
powerful sorceress, possibly the most powerful in the entirety of
the Mushroom Kingdom, and the *only* one with the power necessary to
push back the Koopa invasion force and secure the land. Naturally,
Bowser wants to seal her away where she can't do any damage so he can
stomp over the Mushroom Kingdom uninhibited. Frankly, Peach is the
one who saves the world in that game: You, Mario and Luigi, are just
there to give her a hand and clear a path for her. Even if the plot
of Super Mario Bros. made sense though, that doesn't explain
or excuse all of Bowser's subsequent kidnappings of her, does it?
Well, no it *wouldn't*, if he had done it again, as I'm
inclined to argue Bowser never kidnapped Peach a second time, and
even the first time is debatable.
Shigeru
Miyamoto is not a hack writer. I mean I really don't think I should
have to state this, but a lot of critical readings of Nintendo games
seem to operate with this as an implicit fundamental premise for some
reason. Even in the more recent games where he has little-to-no
creative input, he still has to sign off on the game and let the
developers know they're being somewhat loyal to his original vision.
They have to be meeting his expectations to some extent, and unless
he's a terrible writer there must be something more going on here.
And indeed there is: Look *very* closely at the Super Mario games
that came after the original, starting with the US version of Super
Mario Bros 2 (A.K.A. Super Mario USA), the next game
Miyamoto had a major hand in. The story is, as is well known, meant
to be a dream, but the game opens up with a *curtain call* and you
select your character by *shining a spotlight* on them. Super
Mario Bros. 3 takes this to the logical extreme by not only
having the title screen be a big stage with a curtain and props, but
the level design itself looks like it's been built by stage hands, as
there are conspicuous amounts of bolted-on scenery and scaffolding
and Mario and Luigi even “exit, stage right” whenever the level
ends. The Super Nintendo games Super Mario WorldXSuper Mario Bros.
4 and Yoshi's Island take a slightly different tack by
opening with fairy-tale narration, but the main point is still there:
These games are stories being retold via the act of playing them.
Not a spotlight. I think it happens in the SNES version. Still, picture is worth 4.532 words.
\
I think
it should be obvious what the logical conclusion to all this is: The
Super Mario games are plays, and Mario, Luigi, Bowser and yes, Peach,
are part of a travelling acting troupe. Peach just happens to be
comparatively badly typecast, or maybe it's an attempt to retell the
same story many times with subtle variations as a kind of metaphor.
This isn't, I hasten to add, solely my interpretation: It's a fan
theory gaining significant momentum online (to the point even Cracked mentioned it) and has even been confirmed in a statement from Miyamoto-san himself. This also handily explains the various Mario
spinoff games and why Mario and Bowser play tennis and go kart racing
together when they're not at opposite ends of a plan for world
domination (incidentally, this revelation, paired with the
working-class origins of the characters, leads to the intriguing
conclusion Miyamoto is likening Mario's acting troupe to William
Shakespeare's. Do with that what you will). This reading does seem to
hold: If we look at just about any Mario game made since the original
five or so, we see that curtains, stages and retelling stories have
become fundamental parts of the series, not to mention the infamous
fact it's difficult to read the Mario and Donkey Kong from the
original Donkey Kong as being the same characters from Super
Mario Bros., Donkey Kong Country and their successors. Obviously
they're not: They were playing different roles in a different play at
that point.
To
return to the main thrust of this post, which was how high-end
digital technology like 3D and HFR enhances performativity in media,
let's look at the most recent Mario game as of this writing (or at
the least the most recent one I've played): Paper Mario: Sticker
Star on the 3DS. The case for HFR is fairly straightforward and
self-demonstrating in my opinion, something I feel I've sufficiently
justified and not as relevant to video games, so we'll talk about 3D
here. The Paper Mario spinoff series has always driven home the
theatrical production reading harder than other Mario series, and
this new game is no exception and clearly delights in having
stereoscopic 3D to play with. Mario can move in, on and around
various bits of scenery, which can be knocked over, picked up again
and rearranged to suit different gameplay needs. Everything looks to
be made out of cardboard and a key aspect of the game is remembering
that the levels are literally cut-out facades in a three-dimensional
world, and the game forces players to keep checking things from all
angles to find everything. It feels as if Mario's in a play and
improvising on the fly when props and sets don't always do what
they're supposed to. While the game's major point could probably be
conveyed without it, clearly it's relying on stereoscopic 3D to get
it across particularly vividly.
Another
3DS game I've been playing recently, Atlus' Code of Princess,
uses a similar approach. It's a cross between an arcade beat-em-up
and a JRPG that's wholly aware of the inherent ludicrousness of both
genres. The characters are all delightfully self-aware parodies, and
even more laudably mostly female, but the most interesting aspect of
it from our perspective is the way the battle stages work (and as an
aside, note the ubiquity of the term “stage” to describe video
game levels). Like in most beat-em-ups, Code of Princess uses
a static camera angle that slowly follows the character as she fights
her way from left to right. The main innovation here, aside from the
aforementioned RPG experience system and genre awareness, is the fact
there are three main battlefields on the screen at once, and the
characters can leap into the background and foreground at various
degrees, which is where the stereoscopic 3D comes in. It's not as
overtly theatrical as a Mario game, but the world of Code of
Princess definitely feels much more like a stage set thanks to
this sort of gameplay (in addition to the general look-and-feel of
the game on the whole) than a fully developed fantasy land, and
that's to the game's benefit.
Just
like a play, these games work by recognising they're inherently
performative and gain a lot of their strengths as works by playing
off of the audience. Each playthrough of a video game is different,
even before you factor in the different styles and tastes of
individual players, just as no two performances of the same play,
even if it's put on by the same troupe, will be identical. This is
abundantly clear here, as it is in all video games, but I maintain a
thread of performativity runs through all creative works: We wouldn't
have differing interpretations of things if it didn't. So why pretend
it isn't there? Why pretend movies, music books or your medium of
choice exist in a vacuum separate from human emotion and thought?
That's the perhaps uncomfortable truth things like 3D and HFR force
media critics to come to terms with. Far from getting us closer to
some mythical Truth, all these new technologies will do is remind us
of the multiplicity of meaning, and I for one couldn't be happier.
O
Objectivity our subjugator, your legend is lies, lurid and false;
your dreamlike reverie a con for the ages.
Note: Being a writer I'm eternally critical of my older work. However, this piece I feel especially hostile towards as there's quite possibly no single work of fiction I feel I've misread quite as catastrophically badly and unjustly as The Elder Scrolls series, in particular the two games I highlight in this post, Morrowind and Skyrim. Suffice to say my opinions on both games have changed dramatically since I originally wrote this and if ever there was a time I wish I could completely retract something I wrote this would be it. If you haven't already read this post, I'd first humbly ask you *not* to, but if you must I suggest you skip the entire section where I discuss them. There still may be one or two vaguely valid points I bring up in regards to gender roles and the story of Mjoll the Lioness, but mostly I talk absolute bollocks and get everything about the series' core philosophical tenets laughably, provably and factually wrong. As of this writing I'm in the middle of planning a major update that I hope will give The Elder Scrolls a much, *much* fairer and more appropriate evaluation. The bits about Tolkien and RPGs I stand by though.
I'm leaving this post up as a historical record of my own stupidity, but please keep in mind I no longer feel comfortable defending it at great length.
I'm going to make a confession. After I do so, you are free to revoke my Nerd Card (I haven't taken great care of it; haven't used it in years and the photo's out-of-date), though I do ask you at least bear with me for the remainder of this essay. That settled? Alright then.
I do not like J.R.R. Tolkien's The Lord of the Rings.
Now, when I say this I mean I am not especially enthralled by its merits as a novel-Tolkien *did* accomplish something truly incredible and I have a huge amount of respect for that. The Lord of the Rings does something very, very well, it's just that its strength is not in its ability to tell a story. What Tolkien did is craft an entire world from scratch, populating it with its own unique cultures, languages (complete with alphabets and primary sources) and thousands of years of intricate historical record. Granted, many of the rote building blocks of Middle-Earth were cobbled together from various Norse and other Northern European mythologies, but Tolkien's savvy move was to arrange them in such a way as to make the whole thing streamlined, cohesive and elegant to follow. As no-one had blended these literary traditions in this way before and enough of Tolkien's own imagination shown through, The Lord of the Rings still felt uniquely singular and remains so today. What The Lord of the Rings reads like, more than anything else, is a three volume set of historical records about a meticulously detailed fantasy world, and it's difficult to argue that isn't a remarkable achievement.
However, the other side of this is that it's a rare person who actually relishes the thought of settling down in front of a fireplace and eagerly digging into a history textbook. I will freely admit to not being that sort of person. History textbooks are notoriously dry, prosaic and full of questionable appeals to authority and objectivity-In other words, pretty much how The Lord of the Rings reads to a non-fan, or at least to me. More relevantly though, history textbooks do not tell stories: They're focused on crafting a linear, deterministic model of history and not the story arc of one or a handful of protagonists. The Lord of the Rings chronicles the stories of many different characters (Frodo's quest to return the Ring, thus fulfilling his destiny and embodying the spirit of hope and perseverance, Aragorn's quest to assume the Throne of Gondor and rally the Alliance of Men, Arwen grappling with the repercussions of her immortality) but no one character can be claimed to be the central focus of the whole saga. This has both positive and negative ramifications: On the negative end it's potentially laborious for a reader to get invested in a text more geared toward relating the historical record of a fictional world instead of chronicling the evolution of one particular character. On the positive, by contrast, it makes the world of Middle-Earth feel for more nuanced and alive than many other fictional settings owing to the staggering amount of lush detail that went into creating and documenting it.
If The Lord of the Rings falls down as a novel though, there's one genre it fits very comfortable as a trailblazing member of and its impact makes it arguably exceedingly ahead of its time: The tabletop Role-Playing Game, or RPG. In his overview of the FASA Doctor Who RPG from the mid-1980s, the meritorious Phil Sandifer compares that game to one based on The Lord of the Rings, making the claim that the latter property is “in many ways a world in search of a story. (Or, actually, a language in search of a world in search of a story. Which is even better, really.)”. This is, to me, a perfect reading of the series and a great summation of why it makes a great RPG and something like Doctor Who doesn't: Like Sandifer argues, as the framework of Doctor Who relies to an extent upon The Doctor being the central figure and, in one way or another, upsetting the establishment into which he's cast, it's difficult to map out a cohesive, three-dimensional world for the franchise to be set in. In other words, and the way I tend to read it, Doctor Who is about inserting The Doctor into other people's stories so he can give them a little kickstart. Since he is simultaneously the one irreducible part of the series and an ability to transgress narrative boundaries is tacitly written into his character, it's essentially impossible to build a universe around this.
The Lord of the Rings is different, however: Where Doctor Who is a framework for reshaping existing stories, Middle-Earth is first and foremost a world; a setting. It's a place where stories happen, not an agent for creating stories or a story in and of itself. This is what makes it such great fodder for RPGs, because an RPG depends fundamentally on taking a pre-built setting and finding new ways to tell engaging stories with original characters that take place there and are lore-friendly. Because the source material has a big enough scope and the focus was never on characters (no matter how iconic they may be) it makes it very easy to roll up an Elven battlemage in a Lord of the Rings game where it might be tough to convince a Doctor Who fan to play a game where they aren't allowed to play The Doctor or one of his cool companions.
All of this is a roundabout way of getting at my main point, which is to analyse and re-examine the legacy and influence of the RPG as a framework in contemporary fantasy video games. I mean at first glance the footprint is pretty clear: A great many video game fans are also fans of pen-and-paper RPGs and a great deal more game designers got their start crafting intricate and unique fantasy realms through traditional RPG rulebooks. We even have a genre of games called “RPGs”, which immediately imply that these titles are drawing on a very long and very specific intellectual heritage. It should almost go without saying-Video game fantasy owes a tremendous debt to pen-and-paper RPGs: Our medium's very oldest fantasy epics, games like the Ultimaseries, were overtly based on their creators specific flavour of Dungeons and Dragons. Richard Garriot's Brittania is literally his old D&D map and Ultima was his exercise in realising that world in a new medium. Games like Neverwinter Nights are explicitly designed around translating the rules and game mechanics of D&D to video games. Dungeons and Dragons has been with us from the very beginning and its presence is still heavily felt today, as even recent AAA blockbusters like BioWare's Dragon Age games can trace an easily noticeable lineage back to D&D. Pen-and-paper RPGs are in the very blood of video games.
I personally feel there are other models of narrative structure video games can (and actually should) take advantage of more often that aren't descended from RPGs (anything by Shigeru Miyamoto and his school, for the most obvious example), but that's a treatise for another day. Right now I want to look at the RPG model itself and the very beneficial effect it can, and has, had on game design via my favourite series to invoke it: Bethesda's The Elder Scrolls. Like in Ultima, the world of The Elder Scrolls, Tamriel, is based on the original designers' custom D&D map. Where it differs from its predecessor, however, is that while Ultima followed the story of one hero who, through a series of epic quests and tribulations becomes the Avatar of the Eight Virtues of Brittania tasked with bringing spiritual enlightenment to the people, The Elder Scrolls is expressly the story of Tamriel itself, with each of its as of this writing five main games (Arena, Daggerfall, Morrowind, Oblivion and Skyrim) chronicling the events of a specific era in Tamriel's history with an emphasis, more often than not, on a a specific region. The choice to write the games this way is nontrivial: While each installment can (and does) feature a different, specific hero, the focus remains squarely on the world itself and the state it finds itself in at the time any given title begins. This focus on the state of Tamriel itself, coupled with Bethesda's famous penchant for obsessively meticulous attention to detail (each game has hundreds of fully written books on millennia of Tamrielic history that even account for authorial biases and misinformation; every character, player or otherwise, has a specific backstory and several branching character arcs for starters) means the world of The Elder Scrolls comes alive in a way very few other video game settings are able to.
It's at this stage I'm careful to avoid too much dialogue about “immersion”, “escapism” and “suspension of disbelief”, however, because these can be very loaded terms. A strong argument, and one I'm not entirely inclined to contest, can be made that the goal of fictional storytelling should not be these things, but instead on an emphasis that fiction is not reality but merely resembles reality and showing how that can be used to explore specific themes and get readers invested. I'll freely admit this is an effective model for explaining how stories work. That said, here's the real rub: I don't feel either RPGs or video games should be, at least primarily, about telling stories. I've previously argued that the purpose of video games is to serve as an outlet for a designer to share an experience with players, and explicitly so owing to the irreducible factor of player agency. In this sense, and in terms of comparisons with other expressive media, I liken video games most closely not to books, movies and television, but to music and theater (an analogy that warrants further study at a later date). RPGs, by contrast, I am currently arguing are designed to build a detailed, cohesive world in which stories can take place. This is what makes the two genres a natural fit for one another: From RPGs, a game gets the ability to craft an expansive, intricately detailed canvas on which to tell a story and the power to write any kind of story. From other video games, it gets the ability to intimately link authors and readers through shared experience. When put together, a good high fantasy video game can give players the power to explore and craft their own story in tandem with developers, hence making each playthrough of a game such as those in The Elder Scrolls series potentially unique. And this is what Bethesda does really well from my perspective: Effortlessly fusing the two styles to create games that both clearly reflect themes the designers wish to explore whilst at the same time providing players a level of freedom to run around and help shape a shared world that's almost unprecedented.
If we take as read the goal of The Elder Scrolls is not to tell a story, but instead serve as the generative vehicle, framework and setting through which stories can evolve, what consequences might this have for the way the narrative of any given entry plays out? There are, I argue, some peculiarities of this arrangement that ought to be addressed. The most important of these is that in order for The Elder Scrolls to successfully be a video game based around RPG-style world-building, the one kind of story it absolutely cannot entertain is, unfortunately, the kind that the main quest of nearly every single Elder Scrolls title has been thus far: Epic poetry about a chosen hero destined to deliver the world from evil. The protagonist of Arena traverses the world to retrieve the broken pieces of the Staff of Kings and reunite a war-torn Tamriel, the Emperor himself chooses the PC in Daggerfall to soothe the restless spirit of a ghost terrorizing the region's capital and navigate the rapidly deteriorating political situation, and Oblivion's main character becomes the beloved Champion of Cyrodiil by closing the gates to a chaotic Otherworld and preventing all of Tamriel from falling under the rule of the very embodiment of destruction and conquest. This becomes especially egregious in Skyrim (cribbing from testosterone-laden Norse mythology as it does): Not only do players assume the role of the prophesied reincarnation of the “Dovahkiin”, one who is born with the soul of a Dragon who is destined to prevent the Tamrielic equivalent of Ragnarok, but who also conveniently becomes the destined heroic saviour of any in-game faction they choose to join. The game is arguably a modern classic, but the amount of beardy macho bravado its plot exudes actually makes me physically gag a bit sometimes.
This is even more incredulous if you happen to come off of Morrowind, which actually very cleverly deconstructed the Chosen One archetype effectively. Throughout the game, the player character is referred to as the “Nerevarine”, an alleged reincarnation of a literal God who will lead the Dunmer people to salvation. However, as the game progresses, players get conflicting information that casts doubt as to whether or not they truly are the Nerevarine, before it's ultimately revealed that the title is essentially meaningless and is used primarily so external forces can use the player as a political pawn. In an absolutely delicious bit of irony, the character who would be traditionally held up as the most powerful and given the highest accolades and adulation winds up potentially the most marginal and easily exploited. Morrowind leaves readers with the underlying theme, especially evident in its final moments, that destiny, fate and the future are ultimately only what each individual person chooses to make of it. No-one, it would seem, is predestined to be a legendary hero or given a divine right at birth that would set them above everyone else. In other words, the Chosen One archetype is so ancient The Elder Scrolls itself already picked it apart to a satisfying extent almost a decade before Skyrim even came along and it most certainly wasn't the first.
I'm not going to continue going on about how dull and hackneyed this storytelling framework is, dearly loved by hack fantasy writers since the days of Beowulf it might be, because it actually has different ramifications for this kind of video game that are a bit more interesting to talk about. Put simply, an intellectual framework that sets world-building as its primary concern and a story where one character, even if it is the player character, is the centre of the universe is completely incongruous. It runs completely contrary to the very thing that keeps The Lord of the Rings, and by extension RPGs, afloat: Namely, that the worlds of these stories are places where heroes live and heroic deeds are done, not where one character is the most important entity in existence. An argument could be made Lord of the Rings falls into this trap more often than strictly necessary given how all of Middle-Earth seems at times hinging on whether or not Frodo makes it to Mount Doom, but there's enough else going on and the world is developed enough it diverts our attention from the painfully pedestrian nature of the basic plot. In the case of Skyrim, however, if the Dovahkiin is the most important being in the lives of everyone in the game world at this particular time, this dehumanizes the other characters and ultimately reduces the world the game is trying to build to little more than a series of levels and checkpoints the player passes through.
I've seen quite a few fans come out to defend the decision to write The Elder Scrolls stories this way: A common argument seems to be that it is “empowering” to be given such “special” treatment and that it's a good way to get players to feel like their actions have consequences. This is often used as a way of defending such “massively single player games” and contrasting them with “massively multiplayer online games”, (MMOs) from which they derive their epithet. Now it is true that some MMOs have serious issues in terms of handling individual players, but this is the thing: A game series like The Elder Scrolls should not be about making the player feel special. Turning the player into a legendary unstoppable exalted demigod is absolutely the last approach to take to this kind of scenario for it does nothing but cheapen the world and the stories it's supposed to be fundamentally about building because in RPGs nobody is special. What makes RPGs unique is that the stories of countless heroes that walk the game world and interact with it in entropic ways help shape and mould the world and allow it to come to life. When the world itself becomes subservient to one hero, it ceases to feel singular and cohesive. As Skyrim is explicitly the story of the Dovahkiin's heroic deeds and destiny and there are no other characters cast at a remotely comparable level, the effectiveness of the game's setting as an entity unto itself suffers mightily.
The other side of this issue, which we can find if we approach it from a strict video game perspective in addition to an RPG one, is equally as troubling. This justification language of “empowerment”, “player autonomy” and “massively single player” is unfortunately intrinsically linked to some truly disquieting patriarchal power structures. The plain, simple and sad truth is that video games, as a business and not an art form, are still targeted fairly heavily towards adolescent males and the vast majority of our designers are either also straight males or tend to write from that perspective for commercial reasons. As a result, an uncomfortably large proportion of games are meticulously designed to play into and feed adolescent male power fantasies. An obvious example would be the borderline hilarious levels of manly bravado in military shooters like the Call of Duty series or the depressinglywelldocumented male domination subtext and rampant Male Gaze in Batman: Arkham City, but sticking to the case study of this article lets take a look at Skyrim. One of the most popular features in the game is its “Follower” mechanic, wherein a friendly NPC will happily set aside all her (and the vast majority of these characters are female) goals, aspirations and responsibilities to travel all over Skyrim with the Dovahkiin and “carry” the player's “burdens”. Followers can even be married, at which point they can be ordered (yes, ordered) to literally stay at home, cook dinners, watch the house and open up a shop to manage the couple's finances. This should without doubt already be making my readers uncomfortable, but let's take an even more specific example to illustrate how this can go wrong.
My follower for the first playthrough I undertook of Skyrim was a character named Mjoll, a retired explorer who dedicated her life to fighting crime and corruption in the city of Riften after she was nearly killed in combat. However, she gladly set all that aside (and by extension all the people in Riften counting on her to help them) to go travelling with me after I found the trusted sword she lost in an ancient underground city and returned it to her. Now, my Dovhakiin is a woman, because Bethesda most appreciatively allows players to customize every aspect of their characters, from race to appearance to most welcome of all gender. The subtext of the characters' relationship thus becomes one of rapport and camaraderie: One can assume that two female friends who share a love of travel and adventure might bond over shared and similar experiences and thus get on quite well and relate with one another. Imagine however, for a moment, that I'd chosen to play a male Dovahkiin. That, by contrast, would dredge up centuries of patriarchal power structures and lend the entire relationship a very different, and altogether more awkward and distasteful, implication: The story then ceases to be one about sisterly bonding and becomes one about a heroic, powerful, dominant male coming in, sweeping Mjoll off her feet and carrying her away from the wicked streets of Riften. In one reading, Mjoll and the Dovahkiin are relative equals. In the other, that becomes far more difficult to claim.
For another, perhaps more vivid, example, look at Aela, a wild and keen huntress who manages the Companions, Skyrim's warriors' guild. Should the Dovahkiin choose to join them, Aela will happily step down and let the player character take command of the group at the end of the quest line because the game casts the Dovahkiin as the destined saviour of the Companions who will restore the group's honour and greatness. Additionally, Aela can also become a follower and a candidate for marriage after the player completes this particular story. Similar to before, this is merely a puzzling state of affairs for a female Dovahkiin and seriously problematic for a male one: The former simply raises the question of why a relative newcomer would be entrusted with such power and responsibility, her status as Dragonborn notwithstanding, while in the latter case it seems awfully like Aela is submitting to male authority and retreating towards a more “proper” supporting role in the epic tale of the virile male lead.
This is the fundamental problem with doing a Chosen One story in an RPG video game. Because of the medium's historical connection to adolescent male power fantasy, not only is it counter-intuitive to tell this kind of a story with this framework, it's downright self-destructive, potentially running the risk of scuttling the entire game in a mire of tangled patriarchal power structures and traditional associations. No amount of “escapism” or “empowerment” protestations and defenses will extirpate this particular narrative archetype from its web of problematic implications. It's perfectly possible to tell a different kind of story than this with this setup, I'd simply point to the nigh-infinite amount of variety to be had in traditional pen-and-paper RPGs. In fact the genre is essentially designed for it. Perhaps one solution is to bring other players back into the equation (As I mentioned in my Mass Effect piece I hate talking about current events, but I couldn't help noticing this got announced as I was writing this essay) but MMOs come with their own suite of problems I'm not prepared to discuss right now and I would rather hate to see single-player RPG-influenced games completely disappear. But as the clever subversion of Morrowind shows, there's a certainly mileage to be had in crafting an exquisite single-player RPG experience that doesn't play into generations of male dominance and oppression. I certainly don't have all the answers (perhaps they're to be found written in The Elder Scrolls themselves), but I do know that if our medium is ever going to continue to evolve, mature and sustain, it absolutely must shed the childish and antiquated power structures it mires itself in with frustrating frequency. This then, must become its quest.