It’s the furthest thing from a secret that I loves me some
Game Of Thrones. But in these long
stretches between finale and premiere, winter can feel a long time coming. During last year's dark period I picked
up Telltale Games' official video game adaptation of the series, figuring it
would be weak tea as a substitute, but hey, smackheads aren’t going
to kick methadone out of bed if it comes to it.
I was shocked to discover a legitimately great piece of storytelling
that not only scratched the very particular GOT itch better than I could have hoped, but
also stood as one of the most brilliant acts of adaptation from one medium to another I have ever seen.
As a disclaimer, I should note that as a video game, it really sucks. The controls are utter
dogshit, with the combat somehow frustratingly difficult while also too
simplistic to even be satisfying when you plod through to a victory. And the “free roaming” bits, where you are
forced to slooooowly walk around and pointlessly investigate surroundings for
largely meaningless clues, are like a vicious parody of an old school point n’
click adventure game, all tedium with hardly any payoff. To the extent that you have to “play” the game, it’s a total slog.
Butbutbut, you don’t play the game to play the game. You play it to advance the story, and the real game is a series of setpiece
conversations that you have to steer to avoid the constantly-looming disasters
that threaten to destroy (your) House Forrester, loyal bannermen to the Starks
and that family’s only real competition for shittiest fucking luck in
Westeros. The parallels are immediate
between the protagonists of the game and series proper; the Forresters have
immediate analogs for Ned, Cat, Robb, Sansa, Bran, Jon Snow, Rickon, even Ser
Rodrik Of The Muttonchops. Playing as
the JV Starks seems like the least-inspired bit of adaptation, but it serves
its purpose. It orients us fairly
quickly within the world, and their scattered nature allows for the shifting
character perspectives that are a hallmark of the series, while giving us
enough of a unified point of view to invest in the story and common goals to
steer toward as we switch between characters. And once we’re in gear, the game does not
waste time recreating the arcs we already know; the fates of the various
Forresters quickly diverge from their counterparts, in highly variable fashion.
That variance, the ability for the story to take different
twists and turns based on player decisions, has become the hallmark of video
game storytelling as its own particular art. People haven't always been comfortable applying that label to games, and I can't say I've ever understood why. But some highly intelligent and educated
people have been adamant that video games may have artistic elements (it’s hard to
deny that, given the dozens to hundreds of artists that populate the credits of
any release), but they were not art. The
arguments were varied and often quite eloquent, but they always boiled down to
a simple point: all game stories
were pretty crap, so why should we call them art?
Which is missing the point, imo. Calling something art is not calling it
good. In fact, I would posit that most
art is pretty crap, regardless of whether this particular jackass or that is
working in verse, oils, or contrabassoon.
The existence of Nickelback does not render the whole of music a
fundamentally non-artistic endeavor. The
Neolithic jackasses that drew pictures of bison on cave walls may have struggled
with implied movement and had just shit for sense of perspective, but does that mean
that painting only became an artform when the Italians found their stride in the 15th
century?
This is not to say that video game narratives were not
uniformly crude, afterthoughts even to their own creators, who molded them to
fit gameplay dynamics rather than to any grander storytelling purpose. I’m
not going to sit here and wax philosophic about how Pac-Man was a subtle
rumination on how our fundamentally insatiable need for consumption can
function to, temporarily, push back the spectres of superstition and mortality
that will never truly stop haunting humanity.
The blue one represents, oh, let’s say Zoroastrianism
|
But the medium has
matured over time, and what was once the great obstacle to real storytelling in
games – the requirement to cede control of the protagonist to the player for
the vast majority of the time – has become its most distinctive feature. The primary aspect of a video game, the thing
that makes it a game, is that control.
It started as control over where to move your avatar within a given
level, but over time players have come to expect, at least from games that have
a central narrative, the
ability to influence that narrative on a more fundamental level. This means that the writing for a game has
become both more important and more complex than ever. And don’t get me wrong, writing anything good
is hard as hell, whether it’s for the page, stage, film or television. But in none of those more respected fields
are you expected to write three+ versions of each chapter/episode/act, as well
as multiple endings that are substantially different while still fitting and
paying off essentially the same set up. Even when
you have an author that seems intent on punishing themselves with the imposed
complexities of their own work – a David Foster Wallace, Charlie Kaufman, or
Mark Z. Danielewski – there’s no requirement that they publish/film multiple
versions of their opuses that can be specifically tailored to the whims of
individual audience members.
Some would say that this is precisely what makes video games
an inherently lower art, the need to cater to the whims of the masses, rather
than to impart a singularly brilliant artistic vision directly from genius to hoi
polloi. The counterpoint to that, I'd say, is that the artist’s vision still comes through, in some ways more
strongly than in a story that only has one possible iteration. The trade-off of the Choose Your Own
Adventure style of storytelling is essentially one of character building in
favor of world-building. If Hamlet were restyled as EA’s Legends Of Elsinore: Danish Melancholia, Hamlet himself would
become more of a cypher, more malleable to the whims of the players, but the
moral universe he inhabits would come into sharper focus as the exact
differences between being and not to being are probed with a specificity that the
original text could never match. In a
way, as the amount of options increase, what is not possible becomes the real statement, by establishing the limits of what is possible even with
perfect planning. Is there a choice that could save Ophelia? If you rehearse the
play enough, can the final bloodbath be averted? If you treat Laertes just right, will he side
with you against Claudius? Is there
really a graphic menage-a-trois cutscene, or is the “Rosencratz And Guildenstern Are
Dead In Thy Lap” Achievement just urban legend?
"Seriously? Who is that joke even for?" |
What I’m getting at here is that the more player choices are
allowed to dictate the story, the more chances there are for that story to render
judgment on those choices. So a Choose
Your Own Adventure story may not have one definitive...well, story, but all the
options together do present an even more definitive ethos. And to (finally) bring this back around to
Game Of Thrones, the ethos of that series is particularly brutal and distinctive. GOT has made its cultural bones by its
refusal to match its fantasy trappings to traditional fantasy plots. It was wildly (but not cheaply) unpredictable,
and it played for keeps, allowing heroic characters to die suddenly and not
particularly heroically. The perpetually
high stakes this created are the series' greatest asset, and therefore the most important aspect for an adaptation to capture.
Which creates a problem for a video game, because
despite everything games can do effectively, real stakes are pretty much
impossible. They are designed to be
endlessly and immediately replayable.
Death is temporary and painless.
The player can stop essentially anywhere and pick back up anytime. Sometimes Freddie Prinze Jr. is doing the
voices. How can it be possible to feel
like any of this is actually important?
"Fuck did I do?" |
Step one is to remove the ability to replay. You can always start a Telltale game over completely
fresh, but as it goes on, there is no opportunity to reload the game from
multiple points (as in essentially every role-playing game ever
created before Telltale). Rather, the
game saves itself automatically, and frequently, locking you permanently into
whatever decision you just made. And all of a sudden there are consequences to
your “play”, no mean feat for a medium many know best as a simulator for murdering
prostitutes with impunity. Then they crank up the pressure by putting the
majority of the decisions on a very short real-time clock, with only a matter
of seconds to decide whether a threat, an attack, or a submission is
appropriate for the moment before whatever
avenues another route may have opened are foreclosed.
With these safety nets removed, and the game proving early
on that it has a mean streak to rival the source material, the game then sets
to using what we know about that source against us. Incorporating characters from the show to
interact with our non-canon shmucks is tricky business. If we never interact
with them at all our travails feel disconnected from the larger affairs of the
realm and alienate us from the basic premise as a tie-in. Involve them too heavily and it
highlights just how minor we and those travails are, while also increasing the
predictability of events, since we know going in that certain things can’t
happen to Margaery or Jon Snow.
But the game threads this needle rather nimbly, utilizing
its roster of TV stars judiciously, and the immutability they present to
complicate decisions rather than simplify them.
Tyrion is offering you a better deal and is clearly more trustworthy
than his sister, but with Joffrey’s wedding around the corner, can you
rely on his promise being honored in the long term? You know that Jon Snow is worthy of being
trusted with the details of your secret mission north of the Wall, but you also
know that he won’t be able to divert any resources away from the looming siege
of Castle Black to help, so is there anything to gain by blabbing? There’s no room you want to be in with Ramsay
Snow, virtual or otherwise, but it’s that much more agonizing when he’s
threatening to murder your family and you know
that no retaliation you can muster will even moderately inconvenience him.
That last example is the most pertinent, because it leads in
to what makes the game singularly brilliant as a work of
adaptation. Your House is laid
extremely low from the outset, your lands and castle are occupied by hated
rivals intent on avenging themselves for centuries of perceived slights. Lacking the manpower to fight back, and with
Ramsay deployed to underline that essential futility, you are forced into one
situation after another where you have to decide how much abuse you can
tolerate in the name of biding time. Now,
all kinds of games will present scenarios where some asshole is stepping to you
and give you options for how to respond.
But generally those options boil down to a) deliver badass one-liner
before kicking their ass, or b) deliver a courteous, Kane in Kung-Fu style
warning that you don’t want to do this before they force the issue and you kick
their ass. In either case, you can rest
assured that even if it takes a few tries, your avatar is up to the task.
Okay, so a survival horror game may feature some enemies you
can’t defeat in a straight fight, but GOT is the only game I’ve encountered
willing to make groveling a more viable option than standing up for yourself. And that runs counter to every
instinct I developed over decades of playing games, instincts that screamed to puff out my virtual chest and teach these polygonal pricks a digital lesson about
simulated manners. And much like with
the TV series, these ingrained notions of what was proper in a show/game kept
reasserting themselves long after it had been made clear that this story wasn’t
playing by the usual rules. Backing down
just feels wrong, on a really fundamental level. Fundamental to everything video games are about.
Because when you get down to it, every video game is a power
fantasy. RPG, fighting game,
first-person shooter, side-scrolling beat ‘em up, real time strategy,
platformer, racer or sports simulator; all of them invite us to live
vicariously through powerful avatars, to pretend that pushing buttons in
sequence translates into being strong and smart and skilled at flipping over
fire balls and spiked turtle shells. Every
puzzle has a solution, and the replayability and consequence-free “death” I
spoke of earlier means that even when you lose, you don’t really lose. You can always try again, and work toward the
clearly defined victory parameters.
There’s a reason we always used to talk in terms of “beating” a game,
even when its subject matter was not particularly violent.
Shut up, Tetris. Clearly we're not talking about you. |
But GOT is different.
The video game marketplace is filled with shooting simulators, driving
simulators, sports simulators, guitar-playing and theme-park building
simulators, even, increasingly, romancing-cartoonishly-beautiful-people
simulators. But GOT is the only game I
know of to function as a humiliation simulator.
That in itself is rather audacious, and it is what makes it a transcendent adaptation of the source
material. The scope, the intrigue, the
surprises and ruthlessness, these are all well translated from book to show to
game, and I don't want to minimize what a feat that is in itself. But it is the subversion that truly makes Game Of Thrones what it
is. Telltale found a way to subvert
video game law as effectively as the books did for the laws of fantasy
literature, by messing with conventions that are ingrained in gaming at an even more fundamental level than Hero's Journey tropes are to sword n' sorcery epics. And that is precisely where
the artistry of adaptation lies – sussing out the defining characteristics of a
piece of art, what makes it truly unique, and then determining a way to not
simply transpose it onto another medium, but translate it in a way that
conforms to that mediums particular characteristics.
Telltale has GOT “Season Two” in development, but no release
date. Season One runs about 20 bucks for all 6 episodes on Steam or the Xbox Marketplace. Whether you are a fan of the show
jonesing for a fix before the next season, or into video games or role-playing
games, or are a total masochist who can’t find quite enough emotional abuse
irl, or are a sophomore taking some sort of Narratives In New Media class, it's got something for pretty much everyone. I can't recommend it highly enough.
Just terrific stuff. Terrific.
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