Game programmer, designer, director; retired quadball player; antimeme; radical descriptivist; antilabel; Moose;

Working at Muse Games. Directed Embr, worked on Wildmender and Guns of Icarus, Making new secret stuffs

Opinions are everyone else's


bruno
@bruno

Honestly one of the most galaxy brained moments in a commercial branching narrative I've ever seen.

At one point you have to do something on the computer. In Star Trek, whenever someone needs to do something serious on the computer (eg, change ownership of a spaceship, activate the self-destruct, enable the Helvetica Protocol, etc) they usually say something like "voice authorization: Riker, Beta Six Foxtrot" and that acts as their authentication to make the computer do something.

So in this story moment, the game actually gives you three choices – you're picking what your voice authorization is. And your character will use whichever combination of glyphs you decide is your voice authorization. You even pick one glyph at a time, so there are 9 possible combinations you can end up with.

Now, from the gamer brained perspective of "choices should matter" this is ridiculous, right, it obviously doesn't alter the plot in any way. And from the slightly more sophisticated perspective of player self-expression, it also does nothing; you don't really have expressive agency here, a voice auth of "delta six whiskey" is not different from "alpha four x-ray", it says nothing different about the character; it's not like when the game asks if your 'go to warp' catch phrase is 'engage' or 'make it so'.

HOWEVER

Where this IS effective is simply in the very specific agency-mode of player-character alignment. The game is asking you what your character's voice auth is because of course you know, you're her. This game is actually full of moments that are doing this – you are often asked to choose whether to fire phasers or torpedos, for example, or pick between attack pattern alpha or delta. None of those choices do or mean anything objectively, there has never been a reason in Star Trek why the captain fires torpedos or phasers, but the fact that you are given this choice imposes a perspective of being a person who knows those things. It's roleplay in the same way that you can swing a sword in a LARP under the roleplay that you are a skilled swordsman even though you don't know anything about actual swording.

I think this is genuinely quite clever, and clearly the game's designers thought so also as they went the trouble of setting it up so that the voice lines could vary accordingly.


Queso2469
@Queso2469

I think one of the many things that separates the good games and designers from the best are the understanding of the player expression through not traditionally expressive mechanics. It's about tying the entire experience into a cohesive whole with total disregard for what is "gameplay" and what is "art" and what is "ui" and what any element of a game is supposed to be and express what it can be for the player.


You must log in to comment.

in reply to @bruno's post:

In the old games the torpedoes had more power but you only had about 4 of them, but phasers could be fired as long as you have energy.

Otherwise, I agree, providing those choices are what makes "role playing."

If they were real badasses they'd do this near the start and then again near the end and if you don't use the same passphrase it slaps you in the brig for impersonation because how could you not know your own hyper-important passphrase?

Hi I have been watching too much Um Actually and I have a Thought but also don't want to be That Person so do you give any kind of a shit about my Thought re: phasers/torpedoes

I think the first place I noticed this was in Kentucky Route Zero: in the first scene, you need to figure out the password to a computer. The clue you're given is that it is in the form of a poem. Any combination of lines you pick will turn out to be the password. Because it wasn't a puzzle to slow the pacing, it was a moment of agency to set the mood.

It's not quite the same as the example here -- though there are other choices in KRZ that are about expressing character -- but I think it is in the same realm of exploring the character-agency / authorial-agency relationship.