I recently played through 2013's Tomb Raider and it was a delight -- a wonderful reboot that modernized a series whose originals I loved but that are quite dated by today's standards. In the game,...
I recently played through 2013's Tomb Raider and it was a delight -- a wonderful reboot that modernized a series whose originals I loved but that are quite dated by today's standards.
In the game, Lara, the main character, is in peril constantly, and she is driven into worse and worse situations in an effort to save her crewmates and friend. The narrative of the game demands immediate action -- any dawdling risks all of the characters' lives.
Of course, we know that games' timelines aren't necessarily time-driven but character-driven, so it is trivial for Lara to stop at any point in the game and not advance the story. The killers who are prepared to murder your friends will patiently wait around as long as necessary. Furthermore, the game gives you plenty of reason to do so! There are collectibles to find and story and lore bits scattered about the levels that you have to go out of your way to encounter. Finding these gets you more XP and resources which unlock skills and weapons that make the game easier. The game lets you fast travel back and forth to different areas as needed, and I spent a good amount of time at the story's height of tension not resolving that tension by advancing to the climax but by ignoring it and scouring the island for all the things I missed instead.
I use Tomb Raider as an example here, but I'm sure you can think of plenty of other examples where the game directly incentivize actions that outright subvert its story. What I find interesting is that, on paper, I should care about this discrepancy, but in practice I really don't. In fact it's customary for me to do this in nearly every game I play, as I find that I like "checklisting" and cleaning things up rather than advancing the plot (of course -- do I actually like that, or do I merely like that I get rewards for doing so?).
I don't have a singular question to ask but instead have some jumping off points for discussion:
- Is this undermining of narrative tension an actual issue, or is it just part of the suspension of disbelief embedded into the medium of gaming?
- Have you felt that particular games were made worse due to this issue? If so, why? If not, why not?
- What games are counterexamples -- games whose narrative tension is not undercut by their gameplay? What makes them work? Does that aspect benefit the game, or would the game be roughly the same (or better) without it?
- If you consider this an issue, does the "responsibility" for it lie with the developer of the game for incentivizing gameplay counter to narrative, or does the "responsibility" lie with the player for ruining their enjoyment of the narrative by pursuing other goals?
Also, don't feel limited by these questions or my choice of game and feel free to address anything else relevant to this idea that you feel is important or relevant.