The Gamer's Quarter Forum Index The Gamer's Quarter
A quarterly publication
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Fragmentary Thoughts Brought on by Majora's Mask

 
Post new topic   Reply to topic    The Gamer's Quarter Forum Index -> Club for the Study and Appreciation of Interactive Audio Visual Media
View previous topic :: View next topic  
Author Message
mslano
.
.


Joined: 18 May 2006
Posts: 16
Location: Chicago

PostPosted: Fri Jul 14, 2006 10:34 pm    Post subject: Fragmentary Thoughts Brought on by Majora's Mask Reply with quote

Having just finished playing through Majora's Mask for yet another time, I had a few different thoughts about it and games in general. This is basically what I've thought about while playing the past couple of days, so it might be long and rambling. I ask that you stay with me through it all and hopefully, you'll have some things to say at the end.

One of my favorite aspects of Majora's Mask is the overall atmosphere. All the characters, even minor ones, have their unique place in the universe of the game and there is plenty of opportunity to observe each characters' role due to the repeating time system. The world of Termina also has a history, though it is simplistic, that is told through these characters words and actions and ties into what Link is doing with his overall quest. Most importantly, all of these wonderful nuances of the universe are in imminent danger from the Moon falling and destroying them all. The repeated time pattern lets Link and the player grow to know and care about each aspect of the universe in some way.

Like most games, there are really two endings to Majora's Mask. The first is the one that comes from completing Link's quest (which for me, always includes getting everything because I simply love playing this game). This ending is quite satisfying because it shows how one person can bring so much happiness into a world that had none. The second ending, which is more powerful in my mind, comes from failing - the game over ending. More than simply showing these words and asking for a continue, Majora's Mask shows the truly tragic consequences of Link's failure as the Moon falls onto the world he has grown to love. The ending is especially poingant, as people have mentioned, after completing some, but not all, of the temples. Making Link's failure shared by the giants is truly brialliant. Outside of this game, it is expected for a child to fail to save the world. The giants, however, are Termina's protectors, the gods of the people, so their failure has much more of an impact.

This game over is one of the most effective and affective game over scenes I have seen. Other game overs that have been affective in my mind are Chrono Trigger's "But the future refused to change" and Command & Conquer's taking over the map, both of which show in dramatic fashion the consequences of failure. Terranigma also came to mind because its ending for completing the game carries some of the same sadness as these game over endings. Beyond these, I could not think of very many more. This is the foundation of my first thought about games in general. What games have truly affective endings rather than simply saying "Game Over" and being done with it?

Most games either do not really end with Game Over (asking for the player to continue) and instead only have a comedic ending, with everything generally working out okay. I understand this is somewhat of an expectation for players, being rewarded for their hard work by bringing a little happiness into the game world, but it feels like a limitation to me. My favorite stories tend to be tragedies. They have endings that bring up questions more than leaving them answered. I've always thought the difference between tragedy and comedy is a matter of timing, which is especially true in videogames where poor timing can lead to death, but all too often, the tragic side of a game's story is left unexplored while a great deal is devoted to the comedic side shown in the game's ending.

I think the fact that most games have comedic endings may have prompted the sentiment behind this article, which I read today through Slashdot: http://www.gamegirladvance.com/archives/2006/07/14/when_will_games_disturb_us.html . While it's not the best written piece, nor the best informed, it does raise similar points as I have concerning gamer's expectations, namely the reward for their playing coming across in a comedic ending. I disagree with the author of the piece that the fun must go away before videogames become disturbing. Games are often disturbing because of content within them, both visual and thematic, yet still have fun elements (my example is Killer7, though some might argue how fun it is). What I think this author is looking for is more tragic games, which is the same thing I want, in part. What I've come to enjoy about videogames, particularly the ones I have mentioned in this (by now overlong) post, is that the tragedy of a game's story can be overcome by the will of the player. Majora's Mask will always be the pinnacle for me of games that have potential for great tragedy that can be overcome to reach a great, satisfying comedic ending.

Now that you've read through all that, what are your thoughts? Are there more tragic games out there in a similar vein? Can tragic stories really work in videogames without upsetting many gamer's expectations of what an ending should be? Can games be truly disturbing? Have I gone on too long? Please post your thoughts as I'd like to discuss these issues and this site seems a great place to do it.


Last edited by mslano on Sat Jul 15, 2006 11:59 am; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail AIM Address
Alc
.
.


Joined: 22 Feb 2006
Posts: 109
Location: UK

PostPosted: Sat Jul 15, 2006 6:32 am    Post subject: Re: Fragmentary Thoughts Brought on by Majora's Mask Reply with quote

mslano wrote:
Are there more tragic games out there in a similar vein? Can tragic stories really work in videogames without upsetting many gamer's expectations of what an ending should be?
The first games that come to mind are scrolling shooters in which the pilot suicides at the end of the game to "save the planet" or whatever. I can't remember specific titles in certainty, but I have a feeling Gaia Seed on PSX, and Super Aleste on SNES both end like that. I'm not too sure about either, mainly because it's a relatively commonplace ending in shooters - it's easy to do, and comes with a reasonably high emotional payoff. I've never completed Majora's Mask, so I can't really compare.

Quote:
Can games be truly disturbing?
First of all, like you, I disagree with the article you linked (the link is broken by the way, you need to remove the full stop at the end). Here's a quote from it:
Quote:
If a videogame is no longer fun, we tend to stop playing. How can you make a videogame not "fun" and still compel players to go on?
I'd argue that Silent Hill, Resident Evil etc are not intrinsically "fun" to play, that is, their gameplay mechanics aren't great. It's the atmosphere and the player's desire to understand the plot that drives those games. Planescape Torment and Snatcher are good examples of games where the enjoying the gameplay is totally secondary to engaging with the storyline, and in both cases you'll spend more time reading than you will playing (any text-based adventure would do as an example though, really). The old LucasArts adventure games fit too. Games don't have to have enjoyable gameplay to keep us playing, so I don't think it's an issue for games wish to be disturbing. The author seems to want to place games on this one dimensional line:
fun---------------------disturbing
Manhunt is either "disturbing" or "fun", but could never be both... I just don't see that. I mean, I didn't enjoy the game, but that wasn't because I found it disturbing.

Edit: I'm taking her definition of "fun" within the context of a game to mean "intrinsically enjoyable gameplay" and I suspect that's too narrow.
Back to top
View user's profile Send private message
Ketch
.
.


Joined: 17 Sep 2005
Posts: 420

PostPosted: Sat Jul 15, 2006 5:33 pm    Post subject: Reply with quote

If not tragic, then at least it should deny you total wish fulfillment. Sure you can save the day (the world), but you can't save everybody. There is a human cost for saving the day.

I think it would be neat to see games bring in more shades of emotions, in general. So that even going to the "shops" brings in feelings, ie. woah, that's way too expensive but I want that, or thats so cheap but not worth getting even so. Or those would make a great present for character X, maybe they would like it if I got them some flowers today.

Then later when your character is richer the things that seemed out of reach will be available, and you realise that you were having just as much fun with your Football as you would have had with your Star Wars action figures.

I'd like to see games move away from Save the World! to more personal issues, so that the reason you play is because of something to do with your character.
Back to top
View user's profile Send private message
Dracko
.
.


Joined: 10 Oct 2005
Posts: 2613

PostPosted: Sat Jul 15, 2006 5:55 pm    Post subject: Reply with quote

I'd like to see epics in general stray away from SAVE THE WORLD! facility.

Have you tried out Façade? It's experimental, sure, but it's comptent and brings the personal issues-style of gaming just that much closer.
For some reason, Ace Combat 04 very much strikes me as a game which was emotionally involvng without the save the world nonsense.
_________________
"This is the most fun I've ever had without being drenched in the blood of my enemies!"
Back to top
View user's profile Send private message AIM Address MSN Messenger
rf
.
.


Joined: 15 Jul 2006
Posts: 23

PostPosted: Sat Jul 15, 2006 8:14 pm    Post subject: Reply with quote

I think the main reason so many games have these kinds of plots is that games:
1) involve "work" that isn't always pleasant
2) are supposed to be entertaining
and if you want to be entertained by work, then it helps to feel like your work pays off. I'm sure there are subtler goals that would give people greater satisfaction, in combination with a good story, but "saving the world" is an obvious one with a high payoff.

If a game had more tragic themes, then either the gameplay could actively make the player a participant of the tragedy, or it could follow the familiar story-based game technique of giving the player the reins while success is OK, then taking away their control when the heros need to fail. (e.g., "OK, you beat the dragon boss. Now watch your favorite character die.") The latter can, all else being equal, be simply frustrating. The former would be better, but it'd take difficult, innovative design work.
Back to top
View user's profile Send private message
mslano
.
.


Joined: 18 May 2006
Posts: 16
Location: Chicago

PostPosted: Sat Jul 15, 2006 8:40 pm    Post subject: Reply with quote

I really don't have a huge problem with the "saving the world" that comes across in many games. It's just that many games simply leave it at that. More often than not, I enjoy the games which have that element but also contain tragedy. Chrono Trigger has Crono die, Terranigma has Ark being misled the whole game and the eventual destruction of his hometown and homeworld, and Majora's Mask has numerous characters that died or sacriced their lives to help Link's quest and Link himself never gets to enjoy the fruits of his labor. Yet each of these are satisfying because you still save the world at the end of the game.

It's hard to move beyond the level of tragedy in these games while still being satisfying though. Like rf said, there is a lot of work involved in playing a game, so the player feels that they should be rewarded. I think that this is so often the case in game endings, however, that there should be more games that pull the rug out from under the player. Games that end like Link's Awakening or Shadow of the Colossus could be more common as an alternative to the purely happy endings that commonly exist.

As for Facade, that presents another approach to the dynamic of work versus satisfaction in a game. The game can end in any number of ways, depending on how the player approaches the characters. Yet, each ending works in the usual sense because each time, it is the ending that the player has earned. This is only possible in a game where there is more than one sense of completion, which is not very common unfortunately.
Back to top
View user's profile Send private message Send e-mail AIM Address
kuzdu
.
.


Joined: 03 Dec 2005
Posts: 70
Location: Washington Heights

PostPosted: Sun Jul 16, 2006 12:09 am    Post subject: Reply with quote

I agree with Ketch that the crix of the problem is 'total wish fulfillment'. I think that games shouldn't always give the player everything they want. The most recent example of this that I can think of is the end MGS 3, where to end the game you have to do something that you most likely really don't want to do, but there's no other way. I also liked that in that moment, the entire game went from being about 'saving the world', to the tragedy of this very personal and painful relationship.
Back to top
View user's profile Send private message AIM Address
Ketch
.
.


Joined: 17 Sep 2005
Posts: 420

PostPosted: Sun Jul 16, 2006 4:37 am    Post subject: Reply with quote

kuzdu wrote:
I agree with Ketch that the crix of the problem is 'total wish fulfillment'. I think that games shouldn't always give the player everything they want. The most recent example of this that I can think of is the end MGS 3, where to end the game you have to do something that you most likely really don't want to do, but there's no other way.


Yes, that was the first 'sad' boss-fight that I've played.

I reckon that this kind of non-total wish fulfillment would work well in a game like Grand Theft Auto, where as you climb the crime ladder you would eventually lose "friends" so that your Henchmen would either be wiped out, move to other areas, etc. Likewise, these things could be 'triggered' by missions that you had done earlier in the game, ie. it would be revenge for their participation in the murder of other characters. !
Back to top
View user's profile Send private message
purplechair
.
.


Joined: 28 Mar 2005
Posts: 378
Location: in my pants

PostPosted: Sun Jul 16, 2006 4:01 pm    Post subject: Reply with quote

Cybernator/Assault Suits Valken on the snes had two different good endings, depending on whether you achieved certain objectives during the game. In the sad ending...

Quote:
...you destroyed the enemy fleet and saved the day (for your people, anyway) and then rushed back to your mothership... where you find all the crew, including the woman you love, were killed during the final battle. Then you cry.


Oh, and I almost stopped playing Hitman: Blood Money before I even finished the tutorial level, when my mark broke down in tears and started telling me how crap his life had become. Fortunately, the other targets included women-beaters, porn barons and generally unpleasant characters. If they'd saved that kind of thing for later in the game, it would have been excellent... introducing a notion of emotional difficulty.
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Gamer's Quarter Forum Index -> Club for the Study and Appreciation of Interactive Audio Visual Media All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group