Rather than throw this in the Moral Premise and Gaming thread, I figured I would put up this one just to give one example of how we tried thinking about and applying the moral premise. I mentioned that one of the classes was focused on “Trinity Reimagined.” So here I’ll cover a very small snapshot of how we looked at this. Even thought it’s a small snapshot, I fear this still may be a long post.
Warning: There is a significant spoiler here regarding the original game Trinity. I do discuss how the original game ended because I sort of have to. If you haven’t played the game and still want to, this would be a good time to stop reading.
[size=150]THE ORIGINAL TRINITY[/size]
If we were going to “reimagine” something, we had to know what that something was originally. Here’s a basic summary of Trinity:
The game focused on a nameless protagonist who ends up escaping a nuclear war. You had an American who was visiting London when the war breaks out. A particular nuclear weapon happens to detonate right over Kensington Gardens, which is where the player happens to be. Being vaporized in the blast is what the player has to escape.
This escape involves traveling into what appears to a fantastical other dimension that does, in some ways, have elements that match our own dimension or reality. Through a series of adventures in various time periods – all of which involved some aspect of atomic or nuclear weapon development – the protagonist collects a series of items that eventually allow him to re-enter our dimension at the “Trinity” test site in Alamagordo, New Mexico. It’s here that the protagonist is given a chance to alter the course of history by preventing the first test from ever working, thus presumably avoiding the future nuclear war.
[size=150]THINKING ABOUT TRINITY[/size]
After some review and some play-through of the original game, it was immediately clear to anyone with some writing skill that the entire basis of Trinity was flawed. The overriding concept was that just because one atomic test was thwarted, all of the subsequent atomic and nuclear development would have somehow changed enough that a nuclear war would never happen. Clearly that chain of logic is lacking a whole lot of logic. From a design perspective, I wanted my class to recognize that and think about what that might mean for the story.
Another thing that my class noticed is that the fantasy elements in the game didn’t sit very well with the “real world” elements. Essentially the main part of the game – where the brunt of the action takes place – is in the fantastical realm. However, that realm leads to various points of time in the “real” world. The intrusion of the fantasy into that world wasn’t really handled all that well, at least from a storytelling perspective. (After all, at one point you have to interact with a dolphin to get yourself a coconut.) The game itself seemed to just mix these elements freely which, it could be argued, diminished the story a bit.
Finally, there were many, many places in Trinity where it was simply possible to get yourself in a no-win situation. Failing to grab certain items at the right time could lead to problems later on where you were no longer able to complete the game. There was no way to go back and get those items. From a design perspective, this was found to compromise the ability to tell the story effectively.
I think it says a lot about the paucity of effective stories in textual IF from the Infocom days that Trinity was so well-regarded at the time as it was. Looked at honestly, it was essentially Zork with a slight veneer of sophistication. Mind, I say this in full light of the fact that I was one of those who greatly enjoyed Trinity at the time. It was probably my favorite Infocom game, even given the annoying fact that you could routinely get yourself into spots where you could no longer win them game. That being said, there was an attempt to tell a particular story.
[size=150]DESIGNING TRINITY[/size]
With the above already-existing design in mind, I then asked the class to largely clear it from their minds while, at the same time, keeping it very much in their mind. Sounds strange, I realize, but what I wanted the class to do was consider a redesign based on the original but almost as if they were coming up with it for the first time. So what I asked the class to do was to consider what was known about the basic elements of the game as a treatment, similar to what you would see when somebody pitches a synopsis for a screenplay or novel. Then we’d use that to “design (a new) Trinity.” To break it down, here’s the simple treatment:
As far as a treatment goes, that’s just fine. But it also leaves a lot out: particularly in terms of why a reader would care. Who is this guy? Where is he located? How does he escape? Why does he escape? Did anyone else escape? Why do the portals all connect to past nuclear-related events? Why can the guy just change history at that one point – the “Trinity” test – as opposed to all the points he can visit? Why does the guy try to alter history? Does he even realize that this is what he’s doing? Does he consider any other ramifications of this, such as wiping out his own potential existence? Speaking to that, does the notion of time paradox have anything to do with this? Is this more a story about time travel? About nuclear war? And so on and so forth.
Let’s consider the first two questions there: “Who is this guy? Where is he located?"
Yes, you obviously needed a setting. That’s obviously important. No matter what characters you end up building, they need to populate some location. But, as I talked about with my class, the nature of the location may depend on the character, in terms of having the setting be a counterpoint to that character.
[size=150]MEET HARRY SMOLIN[/size]
In contrast to Trinity’s nameless protagonist, our protagonist was going to be Harry Smolin. This was an American guy who was on vacation (in the United Kingdom) but not really enjoying it. This was a guy who lacked a bit of imagination regarding the world around him. The story picks up as Harry is visiting Kensington Gardens, after already having visited various other popular tourist attractions in and around London. Harry’s hates the idea of crowds and people all around him. In fact, Harry would rather be alone. If that’s the case, why then is Harry taking a vacation in a heavily touristed spot? Mainly because he feels that’s simply what people do. Harry’s a little lost in life, sort of going through the motions. Harry is also on vacation with his estranged wife and their child. But even though he’s supposed to be trying to use the vacation time to get back in touch with his family, here he is wandering around alone and, ultimately, this is because Harry fears he may not care all that much about his family. He doesn’t wish them harm; he just values being alone.
Harry often takes the easy road; the past of least resistance; the path that would allow him to largely just go through the motions of life without having to necessarily feel intensely about anything or anyone.
So, in talking with my class, we reiterated the obvious: characters that will be at odds with each other at some stage in the story provide a basis for conflict. However, in this case, what I really need is for a setting to be at odds with Harry. Harry’s imagination – or lack thereof – has to be challenged. Harry’s desire for being alone has to be challenged. As such, Harry is going to witness the destruction of civilization. Harry is going to be thrust into another land that not only gives him his “desire” (being very alone) but that also challenges his imagination because this land is very much not like our own. And even the events that have led Harry here – some odd things happen in Kensington Gardens – will have challenged his imagination already.
For a guy that liked to operate on the fringe of noticeability, with the minimum of effort, and taking the fewest risks, Harry was about to find that the future of history was in his hands.
[size=150]MORAL PREMISE[/size]
So here’s a possible moral premise:
Selfishness and self-preservation lead to defeat and death; but
Selflessness and sacrifice lead to victory and peace.
Each statement by itself is a theme; together, they’re a moral premise. Each statement acts as an argument and a conclusion. The story’s job is to prove it. From a textual IF authoring perspective, the challenge is to prove it will still allowing the player to interact.
[size=150]BUT … TRINITY UNDERMINES ITSELF[/size]
As my class played through Trinity I was happy that they realized the fundamentally obvious problem in the story as a whole. The problem is that the closed causal loop ending of the original game undermines any sort of premise except one that focuses on inevitability. In the original the nameless protagonist (i.e., you) manages to subvert the original Trinity test. Then “something” tells you that such a thing can’t be allowed ultimately because of paradox and thus you end up right back at the beginning (“all prams lead to Kensington Gardens”).
That’s kind of silly for various reasons. At the very least, it doesn’t take much to realize that the pram was only one element of the game and it didn’t “lead you” to Kensington at all. You used it at Kensington Gardens. You didn’t use it at the Trinity test site. So it wasn’t a “loop object” in the sense that good time travel stories use them. The umbrella had much more claim to this in a lot of ways.
Further, you had succeeded in changing history – and yet the game just introduces a deus ex machina that says, effectively, “No, you really didn’t.” A closed causal loop is one the effect from a cause can reach back in time and cause the cause. You have what amounts to a self-caused event (or self-consistent global causality violation if you want to get technical about it).
Further, you were saving a tangible that was an abstract: civilization (i.e., life as we know it). Noble goal but in order for character engagement, it can help to parallel that story in a more localized way.
All of this threw a big spanner in the works in terms of design ideas.
[size=150]REDESIGN IDEAS[/size]
Regarding the whole civilization saving thing, we realized that you can have Harry really trying to save his wife and child who were also in London at the time. The act of trying to save them is mirrored in the actions to save civilization.
There are a couple of ways to do this. Harry’s actions in the game could truly prevent a global nuclear exchange thus saving himself and his family. Another is that there wasn’t really a global war, but rather some accident wherein only London was destroyed. During Harry’s visits to various time periods, he will have to meet selfish people interested only in self-preservation but his actions will, to an extent, change them. That very changing is what in fact makes it so that … what? A general nuclear war does not take place? Enough people survive past encounters with an atomic and/or nuclear bomb and they all have influence later? Or does Harry in fact end up in a causal loop wherein the war always happens?
It depends on whether player ends up having Harry pursue the vice (selfishness and self-preservation) or the virtue (selflessness and sacrifice). Both paths through the game will prove the premise. (In a more complex game, multiple paths could exist for the vice and the virtue but it’s questionable how well such a game will be written.)
You could still have a closed causal loop and that could, in a way, be a form of “death” in that you constantly relive the same situation over and over. (If Harry gets stuck in that, he wasn’t redeemed and thus we have a tragedy.)
The elements of the story will have to work towards this premise:
- The “bird lady” Harry meets in Kensington should be made to seem selfish or putting self-preservation first. (She seems to sacrifice and be selfless for “her” birds. But that should only be on the surface. After all, why doesn’t she just feed the birds herself rather than relying on people to give her money to feed the birds?)
- The disfigured Japanese woman should be selfish or show only self-preservation. (This woman is critical in terms of providing the equivalent of the conch shell in Lord of the Flies; in this case, it’s the umbrella. It’s a totem that should have been sued more than it was. The self-preservation here would be showing how she’s not risky enough to get the umbrella – even though it means a whole lot to her.)
- The barrow wight should be selfish or desiring self-preservation. (This would actually require a lot of changes in terms of hwo the barrow wight was used in the game.)
- Some character would need to be at the Trinity site that could personify those events in the game. There has to be someone trying to actively stop the protagonist from completing his “mission.” (This, again, would require changes to the structure of that part of the game.)
This, as you may noticed, forced us to consider some redesign ideas. Did it have to be a nuclear war?
We wanted an event that could destroy civilization (or at least some portion of it).
Just as the family is being destroyed (literally and figuratively).
Possible endings:
- Harry can be in a time loop and everyone dies. ← vice (selfish)
- Harry can be in a time loop but everyone lives. ← virtue (sacrifice; selflessness)
- Harry can be in a time loop but his family lives. (No; Harry and his family can’t live exlusively.)
- Harry can die and everyone lives. (Possible.) ← virtue (sacrifice)
- Harry can die as everyone else dies. (Possible) ← vice (self-preservation)
- Harry can die as his family lives. (Possible) ← virtue (sacrifice)
- Harry can live and everyone lives. (Possible) ← virtue (selflessness)
- Harry can live and his family lives. (No; Harry and his family can’t live exlusively.)
So I can see that the Harry’s family has a fate that is tied with everyone. If everyone dies, the family dies. If the family dies, everyone dies. Likewise, if the family lives, so does everyone else and vice versa.
At this point, we began implementation around a series of ideas in Kensington Gardens …
[size=150]WAS THERE A POINT?[/size]
What I hope you all get out of this is that by considering a specific character (Harry Smolin) with specific traits (lack of imagination, desire for aloneness) and a specific setting (Toadstool Realm) that served as a crucible and as a counterpoint to Harry’s own traits, we ended up coming up with a moral premise we wanted to explore. That in turn allowed us to focus our design very specifically.
I’ll just give a very brief synopsis of some of those design discussions here.
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We decided we didn’t want some elements of Kensington Gardens to be as “magical” as they appeared. We didn’t want, for example, the grass that tangles up the player’s feet and drags them back to Lancaster Walk. The roadrunner, as it was used, was probably going to have to go.
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We decided that many of the past points in history that Harry would develop would not be as “odd” as those in the game. Each historical point would have someone in it who Harry could choose to act selfishly with or selflessly with. Those choices would determine whether Harry (the player) was following the vice or the virtue.
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We weren’t sure if a nuclear war was necessarily going to be the focus. Rather, the “toadstool realm” may have simply connected up with disasters of various sorts, whether chemical spills, oil rig explosions, whatever. So maybe the “toadstool realm” linked up periods of focused human suffering. Or maybe, similar to the film Groundhog Day, Harry was himself being tested by “something” and breaking the loop was one part of that. Or maybe it wouldn’t really be explained at all.
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We did like the idea of a loop in time, but more in the sense that this was only one possible end for Harry. If the loop was used, it truly had to be self-caused all along the path. Going with the moral premise (the “…leads to death” part), the act of getting caught up in the loop would be a form of death.
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We did like the idea of “something” guiding Harry along a path. The deus ex machina in the original game could, perhaps, be put to better use; not as something to be explained, but rather as a constant element that is driving Harry.
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There is some possibility to having all of the events be something Harry “experiences” without necessarily being real. (If you read the original novelization or screenplay for 12 Monkeys, you’ll see that was the intent of that story, which didn’t transfer quite as well to the film version.)
[size=150]FINALLY (AND THEN I SHUT UP)[/size]
My class was interested in a few other games of the Infocom area in terms of trying to reimagine them with a moral premise idea. Those games were Bureaucracy, Planetfall, Plundered Hearts, and Starcross. There was some talk about A Mind Forever Voyaging as well since there was a lot of story possibility regarding a different set of values (for a computer; i.e. PRISM) being applied to a human world.
Why not just have people write their own games and stories rather than look at those from the past? That’s the ultimate goal; but there’s huge benefit in learning to think about textual IF in the context of a pre-existing work. In fact, my own attempt to “reimagine” Starcross led to a unique story and game idea that I’m still hoping to implement one of those days.