Game Essays

Truth, Propoganda, and the Power of People in Beyond Good and Evil

Posted in Game Essays, Recent Posts on May 25th, 2009 by Eric Swain – 9 Comments

*Spoiler Warnings*

Throughout Beyond Good and Evil we are treated the cycling propaganda messages, news reports for either the Alpha Sections or the Iris Network. Each group purports the others to be the villains not working for the interest of the people of Hillys. Being that it must be one or the other the goal of the game is to search for the truth. Early on you are approached by the Iris Network to investigate the Alpha Sections and the imagery from their propaganda is much more denoting of villains. While there are two conflicting groups the game is directing you towards a single answer and the revelation of what it is.

The main goal and objectives of the game are centered on investigating and taking photographic evidence to reveal the truth. So while the question of ‘what is the truth’ and ‘what is going on’ are prevalent it is obvious to the player. The saw tooth face of the Alpha Sections commander and the incessant domineering control they seem to have over the planet leads the player to see them as an opposing force to a decent life for Jade and her family. In a meta sense we have the idea of the player conditioned to play as the lone hero. Given the circumstances of the story this role takes the form of an investigative photojournalist.

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Though the argument can be made for that this one sided view could be Ancel’s commentary on the nature of viewpoint and subjective truth as it pertains to world view, but I feel that this is not corroborated by several facts of the game. You take control of Jade for the entire game and her entourage are solely made up of members of the Iris Network, including her uncle Pey’j. You could say this naturally colors her view point sociologically, or the fact that she is an entity that the Domz are after and that obviously opposes them that that could color her perception of the relative positions of right and wrong. I find that inconclusive and a little beyond the scope of what the game is presenting.

Beyond Good and Evil takes a simple art style and direction meant to enhance certain tonal qualities of the game. The areas result from a basic color pallet and the characters are set in certain representational color schemes meant to denote symbolic representation and association. Much like the color schemes of superheroes, to simplify the perception and make them instantly recognizable. From this point of view Jade has more in common with the Domz than she does the other members of the Iris Network of Pey’j. She is represented by green, yellow and white like the Domz, while many of the Iris Network have the colors yellow, blue and brown the same as Pey’j. Given the later revelation that she has a deep connection with the Domz, which isn’t completely explained, but seems to be symbiotic in nature, would denote any natural viewpoint from her to be naturally attributed subjectively to the Domz. Instead she works to uncover their plot and reveal the truth the Hillys population.

Furthermore, speaking of character viewpoint it makes sense to examine player viewpoint, which is decidedly in third person. The only time we actually look through Jade’s eyes is in fact when she is looking through the objective lens of her camera. At all other times we view the world from a rotating third person angle. Jade’s camera is the key to objectivity in Beyond Good and Evil. It can capture the moment as it was, not as we think it was. It is the item that captures the evidence and is your primary tool throughout the game. Being a tool of objectivity makes objectivity a primary goal of the plot.

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A major theme of the game is objective truth, not subjective truth. The title Beyond Good and Evil when explored means it is representative of something not to be considered within the realm of the two terms themselves. Good and evil are opposites on a spectrum and the title is asking to look beyond them. Good and evil, however, are subjective terms, they have meanings, but what values that they constitute are not set in stone. In asking to look beyond subjective terms we are not asked to make a declaration or take one side or the other, but to look at what is there regardless what it is.

The animals you are asked to photograph are not good or evil. Your actions in taking their pictures may be beneficial, but it is an example of seeing what is there. There is no judgment only what is there. Another part of the world that exemplifies the objective truth of the world is the volcano. Near the beginning of the game you are told a rumor about a cache of pearls at the top of the volcano. This area is only reachable at the end. It starts only as a rumor, an unsubstantiated claim. Jade goes there, however, and turns it from a subjective belief into an objective reality. There is a cavern and there is a cache of pearls to be found. That is all well and good, but I think the two opposing groups represent the real meaning behind the title of the game best. The Alpha Sections and the Iris Network both have their own propaganda reels delivered to the people of Hillys. As is obvious to the player for one reason and another, the Alpha Sections are the evil and the Iris Network is supposed to represent the good. From both groups, however, comes some pretty hard to digest propaganda that is really in you face and difficult to take seriously. The Iris Network issues really make one cringe, because you know they are right, but their delivery makes them sound like insane conspiracy theorists. It’s only at the end in a final plea to the Hillys people themselves does everything change. No one is screaming or pointing fingers. There is no more fear mongering from either side; it comes down to a heartfelt plea and listing of the facts to the people. In a way this is Jade and company’s last stand.

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Here it transcends the good and evil squabbles of the two groups and both groups’ attempts to win the hearts and minds of the people. Instead we have a few investigators telling the truth and showing the evidence of what has been happening. They have moved beyond both the Alpha Sections and the Iris Network in this move. It is by far the most important report made. The others may have gotten gradual support, but this is the one that caused the people to wake up and rise up in their own defense.

It is rather a hopeful message that the power of the people is all that it takes to drive off evil. What Ancel believes in here, is when presented with the truth and being a dangerous and horrendous truth, the people will do something about it. Whatever reasons a person may have for acting, be it self interest, survival, revenge, justice or any number of other motives the people will rise to right a wrong. It may seem not like much, but as I’ve said before it takes the power of the people to start things off. With their approval the governor can send the Hillys forces to defend their world.

Truth is a difficult thing to nail down and differing voices make it hard to see everything objectively. We have to fight for it against all odds for it is the right thing to do and truth like it did quite literally to the people of Hillys, will set you free.

The Storyline Behind Beyond Good and Evil

Posted in Game Essays, Recent Posts on April 14th, 2009 by Eric Swain – 3 Comments

*Spoilers*

During the game’s tenure as the Vintage Game Club’s focus and playthrough, a lot of the discussion focused on the story and the player’s confusion that came about from it. Indeed it is confusing if you aren’t playing close attention and search out many of the details from conversations. Even then you have to make a number of inferences to get the whole picture.

First of all many people were confused about the supposed mystery in the game. There are two types of mysteries. First there is the puzzle element mystery, generally called the whodunit, and secondly there is the caper, this is generally about how is the hero going to pull this off. Beyond Good and Evil falls into the later category. We know who the bad guys are, if we couldn’t figure it out from the world setup or the propaganda, we are blatantly told by the members of the Iris network. We know the who, we even know the what, when and how. The action of the game revolves around the question “how are we going to prove it?” Everything Jade does is in an effort to answer that question.This leads to the next question that plagued many of the players of the VGC. What does it matter if we can prove the conspiracy? This is where Beyond Good and Evil’s storytelling and polish needed work. If you hunt around you can garner the details that let you infer why, but it is never explicitly explained. To understand why, you have to understand the different groups involved.

Let’s start with the Alpha Sections. This is the military that is stopping the Domz, the unquestionable bad guys of the game. The Alpha Sections work for the Domz or are a supporting arm, we don’t know the specifics, but they pass themselves off as the benevolent protectors of all the planets attacked by the Domz and are touted as especially efficient at combating them. They are an intergalactic group.

Next there is the Iris Network, a group of journalists working to expose the Alpha Sections for what they truly are. Most of the game’s conflict comes from these two groups exchanging propaganda. They are underground, but more well known than a secret terrorist organization or resistance group would seem to be. They are also an intergalactic group.

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Then there is the Governor and her people. I can only assume given the themes and manner in which she runs the planet, that she is the democratically elected leader of Hillis. She has her own beliefs, but can only act in the people’s will with sufficient evidence. This is where things get confusing for some people. There is also the Hillian Military. They are the sworn defenders of Hillis specifically. They are members of Hillis defending their homes and are in no way associated with the Alpha Section,save one and this is where the confusion comes in. They both wear fully armored suits of very similar style and color. The people in the dungeons are the Alpha Sections; the people in town are the Hillian Military. You just have to talk to them a few times each to see the difference.

Finally there are the people of Hillis, the meandering populace. Understanding the difference between these groups is key. They are not all on the same side. They are not allied to each other. They all move with their own goals, most of which happen to be the same, but there are nuances and it is in these cracks that the conflict springs up.

Much confusion came up about the conspiracies and the necessity of many actions of the groups. I think there was a fundamental misunderstanding by many of the players of what the different groups were trying to accomplish. On the surface their actions are easily understood, but holes appear in their logic if the Iris was just trying to expose the Alpha Sections and were in danger why such a flimsy security system and if they did this elsewhere then why not bring those examples to light and if the Alpha Sections were imposing martial law why couldn’t they find the Iris network?

The truth I think is that none of the groups have the power many of the players thought they had. Every action every group took was in relation to the general populace of Hillis. They have the true power. The Alpha Sections could only continue their secret abductions for the Domz if they the people supported them and believed they were helping in keeping the Domz at bay. You can see early on one of the children tell Jade that he wants to join the Alpha Sections when he grows up because he thinks they are heroes. The people generally believe the propaganda on the radio and the TV. The Iris Network does want to expose the Domz, but more importantly they want to break their Alpha Sections hold on the people. They state in their early briefings that if they can prove a conspiracy then the people will rise up against them.

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The Alpha Sections have to keep up appearances. Everything they do is out of sight from the everyday populace. Their headquarters in town is closed off. The two chase sequences that I call some of the best in video games end when you make it back to the city proper. They can’t follow you, because they have to keep up appearances and not give anyone any reason to kick them out.

Meanwhile the soldiers you see in the city are not the Alpha Sections, they are the Hillian Military, who Double H is a member of. Talking to them over the course of the game you realize they serve not the government, but adhere to the philosophy that they serve and protect the people. One even says to Jade not to confuse them with the Alpha Sections; they have nothing to do with the war against the Domz.

The Governor, meanwhile, believes what the Iris Network is telling her, especially since she is being stonewalled by the Alpha Sections. However, she cannot simply tell them to leave, though if she did and exercised her power she could get rid of them. The problem is that the people believe in them and it wouldn’t do anybody any good to get rid of the people’s heroes, especially with the Domz attacking every few days. She has to do this intelligently and cautiously, only taking minor steps when she has enough proof so she can back up her actions should she need to. The whole story fits together quite nicely until the third act and it would have worked had they not changed the final strategy of the Domz to: this has been about Jade the whole time. This is where the major plot hole comes in and I have no way to explain it. Destroying the lighthouse and kidnapping the children can be seen as retribution and revenge for messing with much of their operations, but using it as an excuse just to get Jade to come to the moon is just too much. Why would they wait so long if they knew it was her? And why wouldn’t they kidnap her along with the others?

Another plot hole is when the people do rise up and the cavalry comes to the rescue we end up with a situation where the Domz leader is expressing victory by capturing the fleet on the inside of the shield. To me this in no way constitutes victory, especially when all your ships have been destroyed and your space squid ship thing has already been dealt with. All the military would have to do is blow up the station and the shields would come down. So I’m not entirely sure what that piece of dialogue was about, unless Jade has some ultimate power that in the Domz hands would turn the entire situation around.

This is nothing major, just me trying to clear up a few misconceptions about the narrative that came up. Not all of it could be cleared up, but the ending left a lot to be desired in more than one way. The game was rushed at the end of development that makes me think the ending suffered because of it.

The Killer 7 Argument – Beyond Good and Evil

Posted in Game Essays, Recent Posts on April 2nd, 2009 by Eric Swain – 1 Comment

The Killer 7 Argument -noun- the reason and reasoning that despite a video game’s flaws, inconsistencies or other failings the overall package is so utterly unique that it simply must be played for the sheer experience. First coined by Ben “Yahtzee” Croshaw.

This is the beginning of a new series whose purpose is to highlight the positive aspects of a game that would fall under the Killer 7 Argument and to explain why it fits the definition. This is mostly for games that have been overlooked, but any game fitting the definition is up for evaluation.

For the first iteration I’m going to do Beyond Good and Evil as if you couldn’t have guessed. It was recently the subject of a simultaneous play through by the Vintage Game Club over at Brainy Gamer.

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Beyond Good and Evil definitely falls under the Killer 7 argument. It has been called a Zelda clone and in fact has even been called a Zelda for grownups. I’m not sure either of those monikers due it justice. It has many of the elements of a Zelda game: environmental puzzles, dungeons, upgradeable equipments, but there is so much more going on here.

First of all it changes the set-up slightly so we are no longer stuck with a silent protagonist and that protagonist is no longer male. However, the game defies our expectations once again by having Jade not be your standard female protagonist. In other words, she looks like a real human being rather than being some sexed up object to be ogled at and in doing so, ironically, is a far more attractive avatar.

Upon replaying it for the Vintage Game Club many subtle design choices came up in the discussions and revealed that create a simplified experience with the controls. Most of this was noticed early on, because the game doesn’t change its control scheme ever. It has a simple set of unified controls that transition from one mode to another. From this point of view, the R2 button is not the run button, but the move faster button. The hovercraft and the spaceship both use the same buttons to maneuver as Jade does on foot. On the PS2, the X button will always be action, the O button will always be item and the Square button will always be attack. I never noticed until it was pointed out why Beyond Good and Evil was such an easy game to control.

The story is original and the characters refreshing in an industry filled with derivative plots and characters that seem to fill the same shoes that they could be interchangeable. The relationships between the characters feel believable and you under up caring what happens to them and Hillis, the planet they live on, beyond just an avatar to get you to the next dungeon. The camera mechanic as well is a refreshing gameplay element that is not a gimmick, but central to the progressing through the game. It is introduced early on and in a believable manner that it does not feel like a tutorial at all.

In fact the entire beginning section is really a disguised tutorial section and maybe one of the better introduction to a game’s mechanics that I’ve ever seen. All the controls are discernible from the HUD and new controls are delivered through in-game dialogue in a natural and motivational way. By the way, the voice acting is really good. This is something that usually gets looked over in most video games, but each actor here brings their character to life, especially Jade, Pay’j and Peepers.

The art direction is a nice set of blues and greens is beautiful even without modern top of the range graphics. The cartoon style allows the player to get closer to the character than had it been hyper realistic. In either case it’s a nice change from gray and brown.

As much as I like the game as a whole there are many problem areas, most of which I’m sure came about from the fact that Michel Ancel, was rushed through the game’s development near the end and was forced to make cuts and not properly test the whole game.

The plot while a refreshing change does begin to become more obscure and is difficult to follow without paying very close attention to optional dialogue and some extrapolation. Beyond just that there are some major plot holes. Character’s supposedly in suspended animation are able to call after a few weeks while in captivity, injuries that would put someone out weeks are up and about when you leave the bar, and why the bad guys are going through all this trouble in the first place. The ending is an exercise in Indigo Prophecy Syndrome and while the credits leave an impression of what happens afterwords the little clip after that were clearly intended for a sequel that the game really didn’t need.

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I have said before that BG&E is in my top 3 of best chase sequences of all time in video games and after replaying it I stick by that assessment. There is no blur effect that makes it feel even faster like in Burnout and the camera doesn’t shake like in the Bourne series. Instead the slow pace provides a greater sense of danger and therefore a greater sense of urgency. I don’t want to spoil it, but when those sequences come up you’ll understand what I mean.

The side dungeons are really short and aren’t necessary to completing the game for resources like they might be in other games. They are short and in most case extremely easy to the point of being jokes. The gameplay is varied enough that to be interesting to the very end, but the game is short, real short. It’s only about 10-12 hours if you spend time doing all the side dungeons and extras. But that isn’t a bad thing. The game is long enough to do what it needs to do and doesn’t overstay its welcome. Plus if you are rushing through the game you are missing a lot of what makes BG&E so great, the fine detailing. The day shifts from morning, noon, evening and night with regularity and the world’s inhabitants respond accordingly. Looking up at the night sky you find your camera identifying constellations. They have nothing to do with game other than being there. Plus the wildlife that abounds in the game is not just monsters there to kill you, but give the impressions of a breathing and thriving ecology.

Does the game have issues? Yes. Is it for everyone? I can’t think of a game that is. But with all that it falls short in, it does so much else right and different than you can’t help appreciate it. I do wish it had more time to tighten up what was there and add what could have been, but as an entire package it is worth a play through.

I do have a warning for you. The game can be purchased on Steam, but I would hesitate against getting that version. Many complaints pooped up about difficult controls that did not exist with the people who played the console versions. It wasn’t poor coding, but that the analogue sticks were very necessary and the keyboard wasn’t a good substitute for several sections. If you have no other choice I still recommend playing this game.

Flower: A Dad’s Expirience – Aesthetic

Posted in Game Essays, Recent Posts on March 12th, 2009 by Eric Swain – 2 Comments

Last weekend after a movie I sat my Dad down and started up Flower for him to try out. Now my Dad hasn’t tried a video game since the mid-90s and those were the PC adventure games. We’d play them together. But given Flower’s casual nature, simple controls and pleasing aesthetic, I figured he would get into it and I wanted a non-gamer’s take on it.

I quickly explained the controls, all two of them, started him on the opening level and then watched him play. It took a little while, but he was enjoying flying all over the place.

He seemed very interesting in gaining height. He didn’t go for the flowers right away and instead explored the environment. Like a child taking his first steps he turned this way and that learning how to move in the world. It’s a very apt analogy for what he was doing. He needed to learn to tilt and to factor in speed. Actually he learned how to control his speed better than I did.

He took it very slow and managed and stopped a lot as he just let the petals float in the air. After he got a lot more they began swirling around each other and he was enjoying himself immensely. Then he asked what the meteors were. I had to double check and figure out what he was talking about. It was the white lines of the wind. Then he hit his first patch of yellow flowers and the whole experience changed. The yellow grass bloomed into a flush green. He nicked named it the boom boom, I can only think after the subtle sound effect that came with it.

Soon it became a hunt and peck experience with him flying high to get an aerial view and then dive bomb the flowers he found. Even at the stop and start pace he was playing at he was getting excited. It was so visceral to him and it connected saying, “I could really get into this.” I mention that each flower plays a note when passed through and that I was never good enough to see if there was a tune.  The next few batches he tries to do just that and eventually hits an entire row. Yes, there is a tune.

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Finishing up the first level I had my dad go through the next two in order. I learned that he found the game frustrating, but that good type of frustrating where you end up with a smile on your face and laughing at yourself. He didn’t much care for the the experience or any meaning that could be derived from each flower’s dream, it really was a game to find where another flower was and anything that didn’t work to that end was pushed to the side. My dad was frustrated by the fact the game took away control for a few seconds to display the effect you were having on the world. Though when the second field burst into color he did comment on its beauty.

The third level was very much about speed. For a game that is supposed to focus on peaceful nature, there is such an adrenaline rush from some of the speeds you can pick up. First around the windmills and later through he canyon. The strength of this speed element even made him go “woah” at one point as he careened around trying to hit as many of the “blue ones” as he could. The variety in the colors were enough to keep him interested.

After the third level it was late and we stopped there. But from a fresh and untainted perspective it seems that flower succeeded what it was aiming to do. It created a nice simple game that caused several different emotional reactions. It seemed to me that it offered more than was necessary from his perspective. All it needed was the flying and the colors. In fact at the beginning of the second level is where it stumbled for him because it was almost all grey until you bring life back to it. It wasn’t until that color came back that it seemed to grab him once again. There is enough style and basic substance to be appealing for both the gamer and the non-gamer as an experience.

That was a look at the aesthetic effect, now you can follow the link to the game’s design effect on the experience.

http://www.creativefluff.com/game-design/flower-a-dads-expirience-design/

Problems with Prince of Persia One Last Time

Posted in Game Essays, Recent Posts on February 28th, 2009 by Eric Swain – 3 Comments

Why oh why do I do this to myself? I said that the last one would be the last one, but no. I go out to buy some chips late and I find myself thinking about concepts of the game design. My mind turns to something being debated now around Flower, most prominently over at Sexyvideogameland. The concept of the designer manipulating the player emotions, which in turn led me to a previous debate of the designer manipulating you into caring about a character. The dog from Fable II comes up a lot in this discussion. I have no opinion on it having not played the game. Then came Eleka from Prince of Persia.

Maybe this will get the game out of my system once and for all.

The designers intending you to care about Eleka. This is not conjecture, they have said so themselves. I never did care about her, in fact, I have stated that I was ambivalent about the whole game, but I could never figure out why. I loved the Prince of Persia series. I did so on the walk back and it comes down to the same problem I’ve had with the new game all along, the open world nature of the game. I could talk about he horrible choice in voice actors, the insipid dialogue or the ending, but all of those could have been done differently and not fixed it. Instead I will focus on two points that are at the core of game and where I think the real problem are.

First of all I did not care about the game. The reason I was ambivalent is that the game never told me I should be otherwise. Throughout the whole game you are bombarded with the knowledge that the world is about to end if Ahriman is released and regains his powers. His generals have already escaped and are corrupting the land as we speak. This is very evident as you go through and defeat the various corrupted and dodge the black goo and other traps. But once you’ve defeated, the Hunter, Alchemist, Concubine or Warrior and heal that area you are left with a peaceful land. The sun is shining, the birds are chirping, the grass is green and the water clear. It is as idyllic as it should be, so you move on to the next area. The problem is when you go back to a previous area. It’s not like you can’t either. The game invites you to revisit old areas, collecting light seeds or just enjoying the scenery. Excuse me I thought the world was ending. The game offers no threat to player for a majority of the game. Without a threat why am I motivated to fight on? Eleka’s constant insistence to continue on and stop Ahriman doesn’t endear her to me, it makes her an annoyance. I almost don’t believe her. I’m ambivalent, because I am not offered a reason not to be. If the game doesn’t offer a constant threat or at least the appearance of a threat then I’m not going to feel threatened.

Secondly, the designer’s made Eleka the new reset mechanic. Should you die, Eleka is there to save you and let you try again. Fair enough, the sands did the same thing in the previous trilogy. But there was a limit to how many uses there were. They became a carefully guarded commodity and it forced you to be smart about how you played. You could rewind time, but you could not afford to be reckless. It was there for quick fixes. In the new game, you can go crazy. Eleka will always be there to save you. You can be reckless in the game (that and I think it was there to cover up the design flaw they wont own up to of mapping too many moves to the same button that sends you into the abyss.) So if you can just keep falling and whatnot whenever you want then you aren’t grateful to be saved, you’re expectant. You no longer feel thankful to go back, but feel entitled. She is no longer the end she is the means.

This is why I was ambivalent about Prince of Persia. If the game is not going to care than neither will I. I have told anyone who would listen that I felt the first three games had crack baked directly into the discs the gameplay was so addictive. I always said to myself when I had to go, “one more wallrun, just one more.” Even Warrior Within with its unintuitive level design still made me want to run through the same death trap over and over. The new Prince of Persia also feels like they’ve baked crack into the disc only now its been a few years and buzz no longer comes, only apathy as something once great crumbles around you. I say I’m ambivalent about the game, but no matter how much time goes by I keep coming back to it. I can’t escape it. It’s like it hurt me on some emotional level. I see the greatness that it could have been, but instead all I only have are the broken promises.

The Proposed Story Arcs for Prince of Persia

Posted in Game Essays, Recent Posts on January 28th, 2009 by Eric Swain – 3 Comments

I talked about how the story structure in Prince of Persia didn’t work for me and how the various villains fit in the game’s thematic consistency. Now I’m going to combine the two ideas. This may come off as a little dictating from on high, but oh well.

Spoiler Warning

2nd Warning: This is an experiment.

To understand any story is to understand the arc that the plot and characters take. I know that is a gross overgeneralization, but work with me here. Prince of Persia had three acts. The first act concerns itself with introducing the characters, the situation and the mechanics of the game. By the time you leave the canyon you pretty much have the idea for what is going on for the rest of the game. The third act contains the climatic battle with Ahriman, the denouement and the cliffhanger ending. The second act is where a majority of the action takes place. Here we have the four vignettes I detailed earlier and the ‘you can choose the order of the story’ gameplay. It is in this second act I’m going to focus my attention.

First a little overview of the four vignettes and the four enemies they are focused upon. Just a little boiling down of where they stand in their thematic relevance.

The Hunter – an embodiment of selfish desire and hubris and little else

The Alchemist – a traitorous enactor of crimes against humanity

The Concubine – a small amoral woman that is turned into a larger corruption

The Warrior – a tragic figure whose desire to save causes destruction

Now assuming each vignette is played to completion before moving on to the next we have 24 different possible combinations that could make up the second act. I bring this up to attempt something. I have contended twice already that Prince of Persia would have the story told much better as a linear narrative. I also have stated that all of this could have been accomplished without changing any of the middle action, merely structuring it. Well, I’m going to put my money where my mouth is.

The story arc of the game is simple. The Prince comes in as a solo artist on life, meets Eleka, gets dragged (willfully goes) into trouble, contends with enemies, seals evil god, breaks free evil god to save Eleka, to be continued. The ‘contends with enemies’ part is where the arc happens. The Prince has to undergo a change. Not just an attachment, but also a philosophical change of character to be capable of setting Ahriman free. That gives us two arcs to contend with, the thematic arc or Prince’s story, and the relationship arc or Eleka’s story. This would be if it were a long movie. However, due to the interactive nature of video games we also have a third arc to contend with, the gameplay arc or player’s story.

I’ll do my best to explain myself.

Each arc focuses on a different part of the information delivered to the player. The relationship comes from the interaction between the Prince and Eleka, not just in conversation, but also within the scripted actions during their ordeal against the corrupted. The thematic arc would focus on the representations the corrupted have with the Prince’s state between his beginning the adventure and concluding it. Here the final vignette will color the Prince’s motive the most. Finally we have the gameplay arc in which we have the play incrementally more challenges from the enemies.

In looking directly at the four corrupted there are certain similarities you can see between them. Both the Alchemist and Hunter are based in rationality, while the Concubine and Warrior have their character based in emotion. Additionally, one could describe the Alchemist and Concubine as soft characters, since they are not really combat based as their counterparts the Hunter and the Warrior whom I would attach the descriptor of brute. Given this and their abilities I would tentatively give the order for the gameplay arc: Alchemist, Concubine, Hunter, Warrior.

Turning to the thematic arc of the story I look to the Prince at the beginning. His best line up is with the Hunter. Both are out for themselves and give little regard for others. The difference between them being the ‘put their heads on the spike’ part. Following the Prince’s attitude towards the other corrupted we find him thinking, but unconvinced by the Warrior’s actions of self-sacrifice. Moving onwards we see his almost confusion and later outrage towards the traitor and finally we see what makes the Prince the Prince. The Concubine reveals information about him that he won’t elaborate on, but the conflict there ends up being more of who he is than what he can do. My tentative thematic arc listing is: Hunter, Warrior, Alchemist, Concubine.

Then we have the relationship between the Prince and Eleka. To me the most touching moment between the two, in fact one of the few moments where I could believe that they could love each other, was the Prince’s trust in her when he jumped off the top of the tower. That type of trust has to develop and be nurtured through the rest of the game. In the city, the dialogue between Eleka and the Prince is very utilitarian and a sort of detachment between the characters as there was in the citadel. It could be that it was merely the locations, where Eleka had little to say, where as she had a few stories of her time in the palace she was willing to talk about. However, I would also contend that the end locations against the Hunter and Warrior were not as moving towards their characters solidifying a relationship, but laying groundwork. The Warrior vignette especially offered the Prince a conflict of opinion in Eleka’s interpretation of the Warrior’s actions to pull his interest further along. As for the Alchemist, I keep coming back to the image of the two of them relaxing on the platform after having defeated him and just laugh while looking up at the sky. I get a real sense of companionship out of that image, both of them relaxing in a quiet moment together. Tentative listing for the relationship arc: Warrior, Hunter, Alchemist, Concubine.

The three arcs of the story give us three vastly different preliminary orders. Working from this and to further examine other order possibilities I am going to see how we can make the different arcs work together in pairs of two.

The thematic arc and the gameplay arc are about building towards something. The thematic arc is there to set up a rational behind the Prince’s final choice and the gameplay arc is about upping dramatic tension in the interactive moments of the game until the climax against Ahriman. From this perspective we can see that there has to be a change within the Prince for him to make this choice, so you have to start him with an opponent that can mirror this, while offering an opponent who is not a powerful combatant. Following that you follow the vignettes of increasing the prowess of the combat, while keeping in mind what each corrupted represents. The toughest opponent who ratchets up the tension in combat is the Warrior, who also offers a meaningful mirror to the future decision of the Prince. My suggested order here would be: Alchemist, Hunter, Concubine, Warrior.

The relationship arc and the gameplay arc also see a rising action focused on increasing the tension in the story. While I wouldn’t suggest it as the best way to grow the relationship between Eleka and the Prince, Ubisoft went the sexual tension route, among moments of serious caring in regards to getting the characters together. While what I said above about the opponents needing start off easier or at least more straight forward still apply a need to modify it in regard to how each vignette deal with the relationship, especially in regard to Eleka’s desires and reactions. A more straightforward vignette at the beginning would facilitate their relationship’s arc of from rocky ground to deep trust. The Concubine could be argued as a better final encounter as it takes place in a section very close to her heart and is more telling of her history than anything else. But also it offers a hint of the Prince’s past in the final confrontation. It presents a kind of what might have been between the characters, the palace that they can never share. Here I suggest: Hunter, Alchemist, Warrior, Concubine.

Finally we have the close-knit combination of the Prince’s thematic arc and the characters’ relationship arc.  The Prince’s own arc is a reflection off of the decision that ultimately is tied to the relationship he has with Eleka and his desire to continue it in the face of death and destruction. In just looking at these two arcs the focus would be on them rather than the player. In both arc you have to start them out as strangers, something that would keep the characters at a distance, but bring them in towards a common goal. Then you would have to further break the ice between them, while having the Prince being offer contrary evidence to what he believed in. Then you’d have to both cement their feelings towards one another and present corrupted that could act as a mirror to his choice and desire. My suggestion here would be: Hunter, Warrior, Alchemist, Concubine.

So after all that theorizing I come down to combing the essence of what the three story arcs are trying to accomplish in a single linear choice. I looked it over and tried to find an order that would satisfy the relationship in growth and meaning, satisfy the thematic requirements of the Prince’s change and mental state, and satisfy the need to have an increasing opposition structure to the player. There isn’t one.

That is until I remembered a mantra of design. That you can only notch up the threat and power so high in a linear fashion before it looses the feeling of danger. It’s called power creep where things get too powerful that it breaks the game, or in this case the player loses interest. It is not fun to keep fighting a slightly stronger brute each time. You have to mix it up a little. A closer look at the different attack styles led me to the following order: Hunter, Alchemist, Concubine, Warrior.

As I have expressed before it is the perfect stating point for their relationship as it they keep their distance from each other through this vignette in comparison to the others and it mirrors the Prince in his beginning mental state. His is selfish and out for his own desires. It is in the conflict between the two that the Prince begins to differentiate himself from the other corrupted in that he can place the fate of the world above his desires. The gameplay offers a basic combatant whose tricks are more about getting to the Hunter rather than the actual battle with him.

Second is Alchemist, because it has Eleka open up a little to the Prince as she expresses her disgust with the machinery of the Alchemist and her loathing of the traitor himself. At the end of the battle on the highest platform they find themselves laughing about it and relaxing, as they get more comfortable with the other’s presence. Theme wise we later learn that the Prince himself could also been seen as a traitor as he turned his back on his royal heritage and abdicated all responsibility for his actions. We see the Prince moving further away from that identity. Gameplay wise it changes things up a little, with a more cautious combatant, who is more likely to use long-range attacks and is better at dodging the Prince’s own attacks. The Alchemist also displays a little of his power by infecting the Prince in one area, which adds a nice sense of variety giving the player a countdown clock to heal the fertile ground.

Thirdly is the Concubine. This is where the relationship bonds really begin to form. We have Eleka revealing more about her past to the Prince. In the opener to that section she is telling stories of her time there, watching performances and dreaming of far off lands, almost wistfully. She talks of her mother and the wounds that it left in her family. The Prince becomes more than a random savior, he becomes her confidant. The Prince reciprocates the trust when he leaps to his death expecting Eleka to be there and catch him. The Concubine represents the wish for power, but also is an agent of lust versus love. She uses men to further her own ends using her feminine wiles. She tempts the Prince as such, but he rejects her advances and turns to Eleka as his grounding agent. Selfish desires are becoming less and less a driving factor in his character. This vignette more than any other is the turning point of his character. The player gets a slightly different challenge as well. The Concubine is an illusionist and will put multiple copies of herself on the battlefield to distract and disorient. She is far more agile than the other corrupted and faster too. But the most defining characteristic is the fact that for a time she removes Eleka from the battle by entangling her in corrupted. The Player has lost a button. Also she casts a spell on the Prince at times to reverse his movements of what the player input is. It switches up an otherwise beefing up of the boss.

Finally we come to the Warrior. I’ve explained before why he makes a good endgame thematically. The Warrior more than any other is the mirror of the Prince at the end of the game. The Prince becomes the fallen hero, a hero pulled down by his own good intention. Eleka here really tries to focus on that fact here. The further you progress in the Warrior’s territory the more her dialogue focuses on factual things, like how to proceed. The Prince asks her jokingly if he could have the city and she agrees. In part it is foreshadowing to the task she knows she must do, but also it is an effort to distract the Prince and distance herself. It is to no avail, as the Prince seems to be closer to her than ever as he carries her out of the Warrior’s fortress bridal style. She talks about his noble sacrifice, the kind that she will soon have to make, but the Prince rejects that concept, a possible indication of what he himself will do. As a combatant, none is stronger or more powerful than the Warrior. You can’t hurt him with any attack and you can’t even use the gauntlet attack on him. Blocking is almost a futile effort. Your only option is push him off the ledge, tower, or lock him in a cage. In the final battle after you drop him into a pit of lava he comes back and only then does he begin to lose health, but all you can do is run and dodge. This is not a battle of skill, but one of attrition. Beyond the final battle with Ahriman there is no more climatic battle in the game. It is a perfect ending to the 2nd act. At the end of the Warrior’s vignette the mood is somber as it should be. A good man gave his life and soul so that they may continue and now they must do just that.

I examined the different vignettes and looked at 7 different vignette orders. During the examination of each order I revised my opinion of certain details. In my final assessment, for example, I see a different meaning behind Eleka’s utilitarian dialogue than I did at first. I only changed my mind about certain details of the story; overall the game still disappoints me.

Were Prince of Persia made into a linear game this is how I would have constructed the vignettes with the given material. As it is this is my opinion on the order you should play the areas in to receive the most out of the story arcs.

Thematic Relevance of the Vignettes in Prince of Persia

Posted in Game Essays, Recent Posts on January 23rd, 2009 by Eric Swain – 4 Comments

*Spoiler Warning*

The servants of Ahriman are the thematic representation of their fall from grace and at the end of the game, a representation of the Prince. Each had a desire that could only be fulfilled giving something to Ahriman, in their case, their souls. However, like Faust, they find their wishes fulfilled, but empty. The Hunter wished for more dangerous prey, a more cunning prey, but once he hunted humans he found there was no greater prey and was soon stalking a desolate citadel. The Alchemist gave his soul to attain knowledge and the ability to push the boundaries of his experiment, but soon found they were for naught in that they benefited no one. The Concubine wish to once again hold great power through influence of powerful people despite her disfiguration, but now holds court in an empty palace. The Warrior wished for the power to save his people, but now haunts a crumbling city, much like the one his people once lived in.

Each servant, the Hunter, the Alchemist, the Concubine, and the Warrior, is a small thematic vignette within the greater story arc of the game. The player has to complete four areas under the particular servant’s control before they are able to pursue and finish them off in the final location that the servant retreats to. Each one is thematically relevant to the servants’ purpose and state. Once done with each vignette the player moves on to the next one. Of course each self-contained story does not have to be done to completion before tracking a different enemy, but for the sake of thematic unity, we’ll assume for the play through that the player finished one enemy off before moving on to the next.

Examining each servant we find a different type of antagonist, with a different motivation and the supposedly a different lesson that the characters and player is supposed to come away with. I’ll examine each servant one at a time.

First is the Hunter. Here we have fallen prince who loved to hunt, but became bored with the pastime because he got too good at it. He wanted to move on to more dangerous and cunning prey, doing so led him to Ahriman. He is by far the most aggressive of the four, but also the most-straight forward. He does not speak; his intentions are more than understood. He sees the Prince and Eleka as trophies and nothing more. You do not speak to your prey, nor reason with them; you simply hunt them. The areas in which he chooses to fight are closed off, difficult to get to and more often than not allow him to blind side the player. In one area, during a magic flying sequence he knocks them out of the air and begins a battle. It is the only time in the game this happens and is surprising when it does. In another he stands waiting like the enemies do in the other areas only to have the ground fall away under your feet as you charge up to him. But in the end ultimately fails and dies because of it. There is no repentance in his character, he recognizes it as law of the jungle, be or be killed. He was a hunter whose prey got the better of him.

Next is the Alchemist. Here was a former member of the Ahura that betrayed his own people to Ahriman for the gift of being able to control the corruption. He used his new found power to continue his never-ending quest for knowledge. He displays an angle of insatiable greed, not for gold, but for knowledge, for his experiments. He sees no use for the world around him or its petty and temporary problem and seeks eternal knowledge that can serve no one, but only acts as simultaneously balm and fuel for his burning desire. The Alchemist literally locks himself away in his observatory, his ivory tower and it crumbles when he is no longer there and it is not missed. A testament to the uselessness of his endeavors compared to the crimes he committed to continue them. With his death, he cries out ego-maniacally that he can’t die, that he isn’t supposed to die. As corny as Eleka’s response is its true. Regardless the Alchemist is shocked not repentant.

Moving on the Concubine. Here is a woman who lust for power was her driving force. She was manipulative, crafty and always got what she wanted. Her downfall came from the loss of her beauty, the illusion that gave her influence. Ahriman returned her the power to do just that. In a world of politics and intrigue her powers are most effective. Her illusionary powers soon become tools for her own delusions rather than to delude others. She creates a different world for herself, which the different areas of the palace highlight, as this as the once majestical building is crumbling and the only power or authority that still remains is illusionary. Her prowess is not in combat, but the only way to stop her is to break her spell and like before she met Ahriman revealing her true ugly self beneath the facade.

Finally we come to the Warrior. He is a tragic figure. Unlike the other servants, he did not give himself to Ahriman out of his own selfish desires, but for the sake of his people. Ironically in asking for the power to save his people he had been granted a power of unequaled destruction. He had become a juggernaut and found himself an exile of the peaceful people he once saved. Now they are long gone despite the Warrior’s efforts. Upon Ahriman’s release he marks his territory in the city, where people like the ones he once protected once lived. His very presence is causing the city to crumble and breakdown around him. It is impossible to defeat him in a fight and must resort to pushing him off ledges or trapping him in cages, due to his immense powers. One can only imagine how the once peaceful king defeated an army. After a fight in one of the towers, the Warrior’s power leads to the Prince and Eleka forced to flee a collapsing building. The whole time Eleka tries to reason and appeal to who the Warrior once was. In the end it is unclear if she succeeded or if they were as the Prince claims, “lucky.” Either way the player can see the conflicted persona beneath the armor.

Each of these antagonists marks a thematic relevance to the Prince’s fate. Each of them made the choice to make a deal with Ahriman for their desires. If fact you can see a bit each of them in the Prince. The Prince is a traitor, a seeker of a prize, a lustful individual, and sacrificing himself for those he loves. As much as the relevance is appreciated it is dissonant that the Prince doesn’t take heed from other who have made this mistake in this choice.

Overall I stick to my belief that Prince of Persia would have played better as a linear narrative. Nothing seems to back this up better than the vignettes. In each one it would have built more tension and more antagonism between the Prince and Eleka and the servants of Ahriman.

The Hunter could have had a prolonged hunt across the four areas before leading his victims into his lair. He could have had a long-term strategy that would have been more in line with his greatest hunter motif. His trap diverts them into a different section that would lead them where he wanted them to go. The designers have a reason the hunter keeps running away: to draw the two them deeper and closer to being his newest trophies. The end result of beating him would have provided greater satisfaction for having survived such a cunning foe.

For the Alchemist we are sort of only told of his atrocities and only see the results of his research. The broken down machinery, the reservoir and the tower. None of which seems very menacing or having only illicit purposes. In fact Eleka seems to take a staunch faith over technology stance of many fundamentalist religions. We could have worked our way up the large machinery to the tower where the experiments were conducted. We see the end result that could have their uses and the Prince may think them cool, until he witnesses the price and understands Eleka’s logic.

The Concubine could have started with her simple illusions, before building one upon the other creating a different feel of the gameplay mechanics and really messed with the player’s mind. Near the end the game started to do this, but I feel after the Prince and Eleka started breaking her illusions she creates more intricate and complex ones and not rely on tying Eleka down at the start of every single fight. The final illusion of the infinite Elekas is the type of screwing with the player I would have liked to see more of.

And the Warrior, as interesting as Ubisoft tried to make it, his destructive presence did not come across well, because the city was as destroyed as it was ever going to be. There were rumblings and the sounds of the Warrior raging, but never a visible sign of the destruction, except for one of the towers. It would have been nice to see the city become more and more dilapidated as the heroes continued on. Make the scenes of travel through the city more intense by having everything falling apart around you or if you weren’t fast enough on top of you. The idea that this being is so powerful could be represented through more than his health bar never being effected, you could have had his destructive power hinder and hurt even when he wasn’t in sight or near them.

None of the overall story ideas or thematic elements would have changed and probably would have been enhanced by a linear treatment. But there is more it would have added to the story structure than just details and tension. It would have created an overall thematic arc for the Prince. Many have called this game Eleka’s story despite the Prince being the title. I think it is both of their stories if the beginning and end are any indication. It’s just the physical trials are Eleka’s story, while the thematic trials are the Prince’s. Unfortunately they are lost in the ‘do it in your own order’ gameplay. What I mean is have there be a progression from one servant to the next as they heal the fertile ground so we can really see what it means to give in to Ahriman and better understand the choice that the Prince ultimately made.

I have more on Prince of Persia, but since this essay has grown to long, I’ll finish up my thoughts in the next post.

The Failure of Prince of Persia's Story Structure

Posted in Game Essays, Recent Posts on January 16th, 2009 by Eric Swain – 6 Comments

The title pretty much sums up thesis for this essay. Prince of Persia has fallen to the trend of non-linear gameplay. It’s the new buzzword in the market. That’s all fine and dandy, and in the weeks up to its release even I praised the design as a merging of story and gameplay. However, now having played the game Prince of Persia has replaced Mirror’s Edge as my most disappointing game of 2008. It has nothing to do with the gameplay. It has to do with the story and more specifically with the story’s structure.

SPOILERS AHEAD

My general issue with the story structure is that there really isn’t one. The designers constructed the beginning and the end and left the rest to the player. When it comes to telling an overall arc of a developing relationship, such a method is counterproductive to the story. The designer doesn’t know what order the evens are going to happen in the story. This means that the characters have to have a similar level of familiarly with each other throughout the game. The Prince and Eleka’s relationship doesn’t grow to the level that would make the ending functional or believable. Let me reiterate that, they do form a bond with each other, but they do not come to love each other. The game does not convince me of this. Actually their relationship with each other seems a little schizophrenic. After each boss fight in the lairs there seemed to be a moment or two of them growing closer, each highlighting some slightly different aspect of growth, but once you were back to the main areas, it was back to the old interactions. It was like they had actually reversed their character development.

There also seem to be some questions about the relationship between the Prince and Eleka in general. The Prince follows the archetypical story of a rogue turned hero, through a period of reluctance before finally giving way to altruism. The thing about these changes in the Prince is that the alteration happens very early on. At first he follows her out of curiosity and self-preservation and then changes to wanting to save the world from the corrupting forces of Ahriman. This change happens right after the tree of life is destroyed and the entire world turns to darkness. The game has to, because if it didn’t and you gave the players free reign, then you have offered the choice of not saving the world. In a linear storytelling you could show forces beyond his control driving him forward, until he does so of his own free will. It offers a more dynamic characterization as well as an opportunity for his character to get closer to Eleka. Eleka seems perfectly in tap with this version of events as I got a distinct impression that she was spending her time trying to convince the Prince to help with lines like “Please, we must get moving” or “It used to be, before the corrupting influence of Ahriman.” But she is preaching to the choir. He is already committed to the task, so I’m a little confused with what she is trying to convince him of.

The Prince and Eleka’s story is really that of Han Solo and Princess Leia of Star Wars fame. The Prince is not of nobility and is rogue looking for his big payout. Hans Solo looking for the money to pay of Jaba and the Princess his donkey packed with gold. Meanwhile, Eleka and Leia are both Princesses that are in danger, ironically by their father under the command of a greater malevolent evil, that are rescued by the rouge at first through self interest and then because he fell for her. This is basic story arc, but Prince of Persia fails to deliver the arc part. It offers a beginning and an end and leaves much of the middle to meander about. The meandering vignettes of each soul seller that has to be defeated offer a few highpoints to the storytelling. I find the antagonistic relationship between the Prince and the enemies far more interesting that I find the overall arc of the Prince and Eleka’s relationship. Each one is different and offers a different perspective of succumbing to Ahriman’s clutches. However among the few brilliant moments there is a lot of dross and repetition. Because you can do the areas in any order there can be no increase in antagonism or reference earlier incidents.

In effect there is no rising action, which is really a point for the whole game. And without rising action there can be no effective climax. And now we come to the crux of the debate, the game’s ending. Mainly because the ending of the game invalidates what it has set up. An ending of a story must be the product of what the story has set up. Prince of Persia is a victim of hollywoodism relationships. Where the movies basically say ‘look a man and a woman as main characters they are together obviously’ and then in most cases does absolutely nothing to back this up. They are also working under the falsism of opposites attract. They do if there is some underlying similarity or jointly held interest. Saving the world from this one disaster is not a joint interest. The Prince would have pawned the task off on someone else if he could. It just so happens that there was no one else. Even so there wasn’t enough time to build up a meaningful relationship between the two characters. The ending wasn’t bad it just wasn’t justified.

I had a few questions about certain details of the story. The first of which was, how much time do the Prince and Eleka spend together? It may seem unimportant, but a relationship takes time to build, especially one where the other is willing to sacrifice the world to bring back his love. There are no breaks in gameplay, Ubisoft makes sure we know this, the time you spend playing is in real time. There is no 1-day = 2 hours of Baldur’s Gate, no time spent unconscious a la Uncharted: Drakes Fortune, and no “one week later” title card of any random TV show. (Give me a break I can’t think of one.) Like in Aristotle’s ideal of storytelling, there is a unity of time. Of course everyone’s playtime will be different so for reference I looked for Ubisoft’s ideal time for completion. There is a trophy/achievement for completing the game in less than twelve hours. Twelve hours! Using this we learn that they spend less than half a day together and I’m expected to believe that they have fallen in love. It is enough time for me to believe that the Prince has grown friendly or attached to Eleka. Their banter makes me think that they’ve grown from general dismissal to mutual understanding and friendship. That’s all they’ve really had the time for. I may be reading too much into this, but then again even if you hammed the controls a few times and spent more time than twelve hours, the story couldn’t take place in much more time than that.

On that note another trophy, entitled Precious Time, is received if you stand still for a minute after Eleka has died and is in your arms. This suggests that the Prince didn’t undo all of their efforts to re-imprison Ahriman in the heat of the moment or because of Ahriman whispering in his ear. He did it with deliberate forethought, weighed everything and made his choice. This is unreasonable for the way the character that was set up. There was no change in him that would make this believable. Finally, unlike what Michael Abbot has suggestion as another possible conclusion, there is an end, one that not only suggests a sequel, but blatantly tells you that it’s Too Be Continued.

All of these problems and conflicting directions of the story come from its attempt to change the gameplay structure to that of a non-linear affair, but the story suffers for it. Because the player can go anywhere at any point the developers have to make the character interaction believable at every single point. There are two ways to do this, one is to have the story be dynamic and have their interaction change based upon what they’ve done and develop their relationship that way, or to have them say the same things in new pithy ways throughout the game and keep their relationship at a consistent level so it doesn’t matter what order they do the areas in. Ubisoft went for the latter. Then they pull out this ending where the Prince sacrifices the world for Eleka, which would have been fine had any sort of deep felt relationship been developed. Ubisoft tried to shoehorn a linear narrative into a non-linear game and paid the price for it. Honestly I didn’t really care about the ending, because I didn’t care for either of the characters or the threat they faced. I couldn’t bring myself to immerse myself in the experience and it was the first time in a Prince of Persia game that I found myself on the outside as I was playing. I fully recognized that I was controlling the Prince by remote control and it had nothing to do with the mechanics, but with the story. Some stories you place yourself and sympathies with the character, some you view at a distance, but within the world and others just make you realize that you are sitting in front of a screen holding a piece of circuited plastic. I didn’t hate these characters, worse I was ambivalent about them. The worst thing a creator can do is make their audience ambivalent about the work. At least if I hate them it means I find their own activities abhorrent to my own belief and I attach to them out of a sense of disgust in what they represent. Goodfellas would be an example of this.

In conclusion, it is my firm belief that Prince of Persia would have played much better as a linear story with a linear progression and nothing at all would have been lost in the gameplay department. Not even going into that, the gameplay could have been improved and the game would have still retained the qualities aimed towards the less experience players that Ubisoft was going for. It is a real pity that the designers decided to succumb to trends without thinking about the consequences made their game “open world.” Were it linear they could have developed the relationship and increased the sense of closeness between the characters, despite time constrictions and then I along with others would have accepted the ending. It also would have fixed many other issues I had with the story that I did not get into here, but I think this is a major one that alone would have warranted the change.