"Just Stop" is a semi-regular feature which examines and picks on features prevalent in gaming stories, characters, and mechanics. The point of the feature is not to insult your favorite games, but rather to show how certain conventions could be improved or scrapped in favor of better ones.
Notable Offenders: Many console Final Fantasies (automatically excluding X and XII for "I'm from another world" and "evil twin!" syndromes respectively) and other Squenix games, Lost Odyssey, Silent Hill 2, Fear Effect 2, Haunting Ground, Baten Kaitos, The Witcher, S.T.A.L.K.E.R., Second Sight, Prototype, Arc the Lad II, D2, Baten Kaitos, Street Fighter (series story), Shadow Run, Xenogears, XIII, Shadow Hearts, Magna Carta, Sonic the Hedgehog (series story), and many, many others.
The chance of meeting a type of amnesiac in real life is extremely slim (unless you work in a field which would cause you to encounter them frequently), yet I'm willing to put money down that nearly every gamer has played a game which uses a form of amnesia in its plot. Are amnesia plots that interesting? Not terribly, and especially not when the forms of amnesia presented are extremely unrealistic. Amnesia is often used as a plot device in order to solve other common problems with writing- namely creating a relatable protagonist and introducing plot twists or complications.
There are several explanations frequently used for amnesia in games: psychological trauma, major physical trauma/death/near-death, and magic (and, yes, I am qualifying futuristic technology under magic). The disturbing thing is how few and far between believable occurrences of amnesia actually are. Instances of "I don't know who I am and can't remember my life up until some convenient plot point" are not only frequent, but unbelievable. If you can't remember who you are or any of your life then you are not suffering from amnesia, but it's possible you are suffering from a form of dementia.
Why is amnesia so frequent, then? Glad you asked. Loss of memory allows writers to withhold information from the player to make the story more interesting at some later point when they unveil the "what a twist!" a la M. Night Shyamalan: a fact which, until this point, was unknown and will change the player's outlook or interpretation of events. The problem with using amnesia to introduce complications to the story is that it's possibly the easiest and laziest way to make a story work. Don't want the players to know that all the main characters had met before they were introduced to each other in the game? Make all the characters forget their lives using some sort of magic (unfortunately, that scenario has happened more than once). It's painful to see so many great stories get nearly ruined when such a story telling cliché is introduced. Amnesia can absolutely ruin a good plot by making the player feel betrayed and patronized by the writers.
Having said that, there are several games which use amnesia to make great stories. The best use, I would argue, is by creating the unreliable narrator- a character who a player can sympathize with and trust until it is revealed that the character was lying (unknowingly) all along. Sadly, once amnesia has been successfully used once, it's hard to replicate and match that instance. Arguably, Silent Hill 2 has an iconic use of unreliable narrator that is difficult to surpass.
Removing the amnesia element from an already working story is a problem. In order for the story to be cohesive, a piece of information has to be willingly withheld from the viewer. If memory problems are forbidden, then a protagonist would have to willingly deceive other characters and generally be a jerk. Players are just not as sympathetic to heroes who engage in long-term deception and mind games with their party of trusted comrades. Imagine if Cloud was consciously lying to Aeris and Tifa about Zack and his (nonexistent) role in SOLDIER- it would make him seem even crazier than he already was. A player generally wants to believe that the protagonist is reliable because it makes for easier transition into the gaming world.
So what now? Writers should be challenged to avoid story telling clichés that have been used in practically all writing and mythology from the beginning of time. There's no excuse for defaulting to "It was my evil twin" or "I can't remember those first 17 years of my life" to create a plot twist for the player. Indeed there are games coming out all the time which can use plot twists without resorting to use of amnesia and hopefully there are many more to come.
5 comments:
Even when it isn't about the need for an unreliable narrator or a protagonist who isn't a jerk, I've noticed that I'm a lot less patient with not knowing something relevant that the main character of a video game knows than I am with the main character of a novel. I'm not sure how many other people are like this, but I'm tentatively going to attribute it to the "main character as a stand-in for the player" thing, which I know isn't just me. So I can kind of see why writers might turn to amnesia as an easy way out.
Not that they should, mind you, and especially not if it means another instance of "we forgot that we were from the same orphanage and promised our prince that we'd go to Tokyo U.", which I can't believe has been used more than once. (And seriously, FFVIII didn't even need it as a plot device! I mean, it's perfectly reasonable to imagine that these teenagers might not recognize someone from their childhood if that someone is wearing such a ridiculous costume.)
Maybe I should save this for other posts, but I didn't think the evil twin in FFXII was all that bad. Also, FFX was more enjoyable because it felt so much like Futurama, at least at the beginning.
"which I can't believe has been used more than once"
Unfortunately, it has XD Also see: Lost Odyssey for Xbox360. It's another instance of a Sakaguchi project where everyone forgot they knew each other because of magic.
Keep in mind that I don't dislike FFX or XII- In fact, I loved both of them a great deal. But you have to admit that Tidus is extremely convenient because he doesn't know anything and therefore everything can be explained to the viewer through flat out lectures instead of other, more creative means XD
And the 'evil twin syndrome' was a joke XD FFXII use of twins is no where near as bad as [insert name of daytime soap opera here].
"But you have to admit that Tidus is extremely convenient because he doesn't know anything and therefore everything can be explained to the viewer through flat out lectures instead of other, more creative means"
Just like Fry! Except that... hmm... he doesn't get injured as often?
Two that popped to mind are:
Knights of the Old Republic and The Witcher.
KOTOR uses it pretty well with the final twist being huge. The witcher does it poorly and it's incredibly boring and mediocre.
"Just like Fry!"
And also just like Fry because his best buddy is voiced by John DiMaggio!
"Two that popped to mind are:
Knights of the Old Republic and The Witcher."
KotOR was one that came up during my search as well, but since I haven't played the game I can only go by what I hear- and I heard that it was more like a big wave of confusion than amnesia. I must play it now and find out.
I mentioned The Witcher in my list of notable offenders. And I agree that it was rather offensive XD
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