I don’t normally put spoiler warnings on this blog, but given how recently The Walking Dead came out, I’ll make an exception: spoilers below.
If I had to try to put a finger on what makes The Walking Dead so different from other narrative games I’ve played recently, it’s the way the game avoids framing characters in instrumental/mechanical terms. (Or at least in traditional game mechanical terms: Roger would doubtless point out here that narrative is a mechanic!)
Contrast The Walking Dead with Dragon Age 2, for example. There are many purely narrative interactions in the latter game: wandering around town listening to your party members chat with each other, for example. And even when it comes to your relationships with each of the individual party members, the gaminess doesn’t get in your face too much: there’s an explicit slider, but The Walking Dead also suggests the possibility of sliders, albeit implicit ones.
But still: your party members in Dragon Age 2 all have their own class characteristics, with direct effects on combat and exploration. At a basic level: you can bring whomever you want into most dungeons, but if you don’t bring at least one thief, you won’t be able to open chests, and that will have an impact on your gameplay that you may not be willing to put up with. And beyond such basic choices, there’s the fact that you’re constantly leveling up your party members, choosing how to allocate those skills, and observing the effects of those skill allocations in battle.
Then there’s a meta-level consequence of the construction of your party members in Dragon Age 2 (and, of course, your construction of yourself): it puts a set of archetypes at hand. I actually really appreciated the ways in which Dragon Age 2 stepped away from the omnipresent “hero of destiny saving the world” storyline, but it’s still there in the background, together with a standard set of companions to accompany you on that quest. I like archetypes, and I’m fond of that set of them, but still: I’ve seen them enough, and in particular I’m tired of seeing those archetypes constantly presented in a context that is dominated by combat.
(The Walking Dead is, of course, not free of archetypes itself; and some of those archetypes have been explored at length in other video games recently as well. But it turns out that there’s a big difference between a game where you spend most of your time killing zombies as efficiently as possible, with narrative fitting in the margins, versus a game where you spend most of your time talking to other people or thinking about talking to other people, with zombie combat held in reserve as (often quite dramatic!) punctuation and as an omnipresent threat intensifying your narrative interactions.)
The character that I ended up being the most interested in (or at least most interested in my responses to) was Kenny: I’d never had interactions like those with him in a video game before. At first, I felt like an ally of his: we were both fathers (or father substitute, in my case), he seemed like a pretty competent guy, and the other person who was looking for power, Lilly, was allied with somebody who was actively hostile towards me. I didn’t necessarily feel that Kenny and I were close friends (for cultural reasons if nothing else), but still: given the potential alliances, I was on his side.
That relationship got more complex in the second episode. As that episode opened up, it became clear that Kenny didn’t see me as as strong as an ally of his as I’d thought I’d been acting towards him. I don’t know how much of this was that I might have been giving more guarded responses to him than I’d remembered, how much was that events might have happened off-screen in the two months that the characters had experienced between the events of the first episode and those of the second episode, and how much is just different people reading the exact same different interactions in different ways.
Whatever the explanation, it gave me space to reconsider relationships. The episode made you take a more active role in leadership questions; that got me more sympathetic towards Lilly. Her dad was still a hostile, aggressive asshole, but I could at least start relating to him as a father. (And, stepping back to video game questions: I was first annoyed at a hypothetical relationship meter not behaving like I expected it to, but then I realized that I didn’t know if that meter existed and I’d have a richer play experience if I didn’t worry about it.)
And then Kenny killed Lilly’s dad, in the first scene in which the game took my breath away. That’s The Walking Dead right there: you have a life-and-death choice in front of you, one side is probably the right one in terms of future survival but you’re not sure it’s a choice you’re willing to make, you have to make a choice faster than you’re comfortable with, if you don’t make a choice somebody else will, and no matter what, you have to deal with the consequences to your relationships. And, stepping out to video game land, it shows another difference from what I’d expected: the game designers are quite happy to give you a facade of choice that all lead to the same life-and-death outcome. (Larry dies no matter what you do.) But the existence of those choices forces you to confront them despite their lack of traditional game consequences; and that affects how you relate to other people, how you relate to yourself.
In Episode 3, Lilly seems to be trying to hold things together, but is also showing signs of potential paranoia. Except that it looks like what she’s suspecting really was happening; I guess she wasn’t paranoid, after all? Which leads to us following Kenny’s plan; I’m dubious that it’s a good idea, but staying put won’t work any more, so let’s go along with him.
But Lilly really was paranoid, as it turns out. And then things go horribly wrong for Kenny. (Tears running down my face in that scene.) And, all of a sudden, Kenny’s plan becomes the only thing he has left to hold on to. (Well, maybe not the only thing he has to hang on to: there’s his increasing hatred of Ben…)
And this turns out to be one of the major themes of the final two episodes: how much do I want to go along with Kenny’s plan, and to the extent I want to go along with it, how much am I doing that because it’s the right thing to do, how much am I doing that to support Kenny’s leadership, how much am I doing that to humor Kenny and give him something to cling to, how much am I doing that because I think a plan would be useful and nobody else has an idea?
By this point, I really didn’t believe in his plan, but the game didn’t give me a lot of other options. But his behavior is so very human: I’m as guilty as fixating on a solution as anybody, and he’s doing that with the added pressures of first seeing yourself as the provider figure and then having everything else ripped away. At this point, he needs something to cling to: his plan for a boat is that focus.
And while I disagreed with that plan—trading one unknown situation for another didn’t seem like something to count on—for all I know it would have been the right thing! Which brings us back to the ways in which this is such an untraditional video game: in pretty much any other game I can think of, if somebody had strongly presented a plan like that, then following it would have been a route to success, possibly the only route to success. I can imagine games where you can benefit from actively avoid somebody else’s plan, too, but not here: here, you have to think enough about the plan to decide to whether and how you’re committed to it, only to have a reminder that outcomes are not within your control.
So, that’s Kenny: I liked him less and less as the game went on, I agreed with him less and less, but that dislike and disagreement never led to a lack of sympathy. An amazing portrayal not just of a character but of a relationship. And a relationship that depended, I think, on this being a game: I can imagine a book or a movie giving me as deep or deeper insights into Kenny’s character, but the feelings about my relationship (or the point-of-view character’s relationship) with the Kenny wouldn’t be as strong. Because, over and over again, I had to think about what that relationship meant to me, how I would respond in some circumstance given our history; without that interactivity, there would always have been an extra layer of distance. (I’m sure many other players ended up feeling quite differently about Kenny than I did.)
That’s how my relationship with Kenny changed over the course of the game; but, of course, my most important relationship in the game was that with Clementine. I imagine this game is like a punch in the gut to any father; its horrificness might be surreal enough to make me disconnect from that aspect of the game, except that Clementine is so well drawn in so many ways. Figuring out what we mean to each other, with the primal instinct of: she’s a scared kid, I need to be there to help her. Flashes where she’s just a normal kid finding joy in moments of life; flashes where she’s a precocious eight-year-old, but not unrealistically so; flashes where she’s freaked out by the world around her; flashes where it turns out that she’s the one helping me instead of me being the one helping her.
And watching her grow up over the course of the episodes. With significant steps in that regard in the middle of the third episode, at the end of the final episode. But with you as the father figure helping her up both of those steps; and that ending, that ending.
I don’t have as much to say about Clementine as about Kenny, as it turns out, but that is in no sense a weakness of the game. What’s going on there is that so many of the interactions with Clementine felt right that there’s not as much for me to pull out; Kenny, meanwhile, made me just uneasy enough that I needed to take out that feeling periodically and look at it.
But that unease, while perhaps with him and perhaps with me, was never with the game. And over and over again, the game made such smart tonal choices.
Which brings me back to where I started: the game’s developers had access to a tonal palette that wouldn’t have been available in most games, because most games would have had mechanics in place that would have swamped a huge range of the spectrum of relationships. I’ve never appreciated point-and-click adventures as much as I have when playing The Walking Dead: adventure games traditionally swamp narrative concerns with their own mechanic, that of (often frustratingly obtuse) puzzle solving. But The Walking Dead shows how the lightest of touches of adventure mechanics gives room for the relationship design space to expand in other ways.
And I wish more games did that. Not necessarily using adventure game mechanics: I’d like to see games where the mechanics more actively reinforce relationships while allowing room for a meaningful, personal range of responses. I’m nervous about entwining the mechanics too tightly with relationships (c.f. that puzzle box article I keep coming back to), though: the negative space in The Walking Dead is important. (As it is in Bhaloidam, a game I’m very much looking forward to playing further with my VGHVI companions.)
There have to be more design possibilities out there, though. I certainly never would have expected to react this way to a point-and-click adventure game about zombies, after all; though maybe that’s silly, Left 4 Dead is more focused in its own way on relationships than any other shooter that I can think of, after all.
2012 has given me (has given us all) a lot to think about in what I want out of games, what we can get out of games. I look forward to the next wave of games that learn from this year’s.
Post Revisions:
This post has not been revised since publication.
I stand in a similar position as you. I didn’t know a lot about the game before I bought it a couple of days ago (Steam Christmas sale), but I heard that it was supposed to be really good.
I don’t like zombies that much and the only point-and-click games I have liked are the Monkey Island and Phoenix Wright series.
A few minutes ago I just beat episode 5 of The Walking Dead – and man, was it great!
It took me by surprise how much the game is NOT about zombies, but about the relationships between real human beings. The characters were interesting and for once it didn’t feel forced to make so many choices in a game. The story was great; neither too long or too short. Everything felt as having a purpose for the overall mood in the game. Also, the game felt much more mature than anything else in this medium. It’s funny how this might actually be better than Heavy Rain. One could say that that The Walking Dead does more with less.
I am really hoping/looking forward to season 2!
12/27/2012 @ 3:46 am
Sometimes I think I should play Heavy Rain, because I’m sure you’re right that there’s an interesting comparison between the two. But I suspect that you’re right that the comparison would probably mostly come out in favor of The Walking Dead…
12/27/2012 @ 8:13 pm
Before, I write anything else, I should probably state that the frustrating way the game, at first, overwrote my save file and then crashed in the middle of Episode 3 has greatly colored my initial reaction to season one of The Walking Dead. I’ve not seen my decisions transfer between episodes and have even laughed more than once at the “This game tailors the experience to your actions” message at the beginning of each episode. That hasn’t been the way for me — so far.
That written, I found myself walking down a similar path as you did with Kenny. Through the first two episodes, I was generally on his side. I thought moving was better than staying, citing in my mind 28 Days Later, Left 4 Dead, and any number of other zombie games and movies as evidence. I later even thought the boat was a good plan — it’s a major plot point, water is, of Land of the Dead anyway.
That was probably my main problem: I know too much. Or, stated in a better way, I’ve seen, played, and read too much labeled or placed in the “zombie” genre. (And I’ve even _written_ some zombie stuff. Notably, several chapters of a YA romance that was “Twilight meets Zombies.”) Every shot and scene had me checking my mental Rolodex of other media to see if it was, indeed, an homage, allusion, or even coincidental storytelling. Kenny and Clementine became, for me, amalgams of other characters in zombie stories.
You wrote several times about the “video game land [logic]” of the game in places. I completely agree with that. Since I’m generally pretty bad at adventure games, I often became aware of the game-ness of many situations after a character would repeat a line three or four times to me. When I wanted to check in on Clementine, for example, she would often point me toward my goal, and the game would not allow me the option of having more conversations with her.
However, and here where I unite the last paragraph with your statement of “mechanics more actively reinforce relationships,” I loved the faux-QTE moments. When I would “fail” a QTE moment, but not “Game Over,” I was overjoyed with the game. Especially in Episode 5, I experienced many moments where I, as the player, would think I should press the button (on PC) really fast and then have the game show that, no, the choice was not mine to make. (The quick scene of zombie-Clementine attacking Lee in Episode 3 was particularly powerful in that regard.)
If nothing else, yes, I want other developers (myself included) to take notes from playing these episodes and take away that not only is it possible to make players care about characters more than health and space-savior status, but try dialogue and non-resolvable differences. Competing interests will always create a create tension that can drive a plot, as it does here, with the player being able to puzzle-box them into submission. That many characters die regardless of how the player chooses is quite powerful, and should be projected into other games in the future too.
1/11/2013 @ 12:29 pm
Yeah, the more I think about the game, the more impressed I am with this game’s approach to non-resolvable differences. And, honestly, the more surprised I am how much I like that – I would probably have assumed that I would dislike that if you’d asked me in advance!
1/11/2013 @ 8:23 pm
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1/15/2013 @ 1:04 pm