When should plot justify gameplay?


A little advertisement in a PC Powerplay magazine roused my attention. An outstretched arm donning an exotic device; a grand sea liner at the mercy of this contraption as it is forced through a chronological blender as a mysterious figure, bent on revenge CHRONO-FUCKS a mind bending swath across a godforesaken Russian enclave, charmingly dubbed Katorga-9; wielding nothing but the power of PURE TIME. Singularity had my attention to a tee.

Lol jks it’s a corridor shooter.

Now I don’t have anything against a nice rounded corridor shooter, and as someone who liked Cryostasis, I shouldn’t have anything against anything. A corridor shooter is a blank slate in which elements can be added and subtracted for dramatic effect without having to deal with the wacky antics of an open, sprawling world. Naturally, you would think that something like Singularity, with its time manipulation doohickey would be right at home amongst the comfort of the corridors; a setting in which players can be funnelled through interesting puzzles without the constraints of random events and the need for multiple solutions, in the same vein as Portal. Maybe I was a little disillusioned. I always knew that Singularity would pull the guns on us, but I never thought that they would be the focus of the gameplay, rather a compliment, or a backup to the power of the Time Manipulation Device. See, when I first read into Singularity, I was thinking that it was all going to be about the puzzles, and your interaction with the world, whilst sheathing yourself in the shadows from the thugs that swarm around you, ready to pull your arms from their co-conspiring sockets.

Since that day, Singularity had ducked beneath the radar and slipped into obscurity until the moment when it was released last week. Nobody told me. But this is not important, we could hypothesise all day long as to why they may have concealed their product until its release, but I think it is important first to understand the motives behind its creation, or more so, my loud tangential inferences.

So, why not just make a clever puzzle game? If there has been one story of success relating to puzzle games, then you needn’t go further than Portal. Portal projected its style out masterfully through the gaming community; drawing even the most battle hardened souls into its puzzle-solvery. The game was mature, macabre and devilishly clever, and treated the subject matter with intelligence, knowing full well that it was trying to capture an audience who would rather solve their puzzles by shooting them in the face, yet it never excluded anyone through excessive violence, or conversely, off-putting cutesy art. From my initial impression, I was sure that Singularity would have followed in the footsteps of Portal, crafting its own brand of puzzle solving within a terrifying and bleak setting, but I am wondering if this would work at all.

There is a real issue when games try to implement a certain system that is completely functional and clever in a game sort of way, yet struggles in making itself a convincing part of the game world. Portal was a game about solving puzzles in puzzle environments, yet the fiction was very self-contained. You were trapped in a research facility under the tyrannical control of an AI as it tested you in a series of increasingly challenging test chambers. This made sense; the game gave you puzzles and justified its context through an appropriate setting, however, to do something in Singularity may have proven highly problematic.

Where Portal had its uniform structures and test-chamber context, Singularity is stuck with not a lot more than military facilities, warehouses and laboratories, meaning that their current fiction and plot would have adapted poorly to the use of the TMD as a heavily used puzzle solving device. So maybe they should have changed tack. Knowing entirely that their setting would never justify the concept of a pure puzzle game, the natural progression should have been to realise the extent of their touted resource, and develop the TMD in a way that would allow the player further, and more interesting interactions with the world around them, instead of pouring its abilities completely into the wants and needs of action gameplay. Toying with the balance between gameplay and context could have yielded much more interesting results from Singularity than the time-slowy bullet showery romp that ultimately resulted, but at least the stuck to a context, albeit in a somewhat generic fashion.

To set an understandable contrast, the perilous management of balance was glaringly obvious in Mirrors Edge. One part of Mirrors Edge suited extraordinarily well – the ability to traverse terrain with the greatest of ease – you are, after all a courier who has been raised in the methods of transporting goods from point A to point B. The problem occurs when they have you not only swinging punches, but dependent on guns. This is a situation where the gameplay does not match up to the world narrative, and in this case, the narrative of the particular character of Faith. Faith, although prepared for resistance, has never disclosed any combat training. Martial arts raises less eyebrows as Faith is athletic and presumably the couriers have undergone some kind of training to be competent in their work, so this is somewhat assumed, however, when you have Faith toting a SAW around the rooftops, it carves an inevitable fissure between gameplay and plot. To put it simply, the addition of an element arbitrary to her character has destabilised the character narrative.

So, why does this concept of gameplay being directed by narrative or themes even matter? It’s all about world building; and world building is all about consistency. Although Portal only had a relatively small, linear world; narrative furnished it richly with history and presence, but it didn’t give it soul. What the player saw and felt cast the unique and chilling feeling throughout the world not only because it was well done, but because it was consistent with the story; ultimately creating an incredibly powerful world fiction or narrative. I feel as if I have more to say on this subject, but my point on Singularity has been made. Singularity succumbed to the path of a shooter for reasons beyond me, but it is evident that taking it much further would have raised contextual challenges. The TMD, although suited to a puzzle game, would never work with the setting, meaning that a more elaborate system of play would have been devised in order for it to be not only entertaining, but for it to connect with the story context. A man can dream.

– Miles

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8 Responses to When should plot justify gameplay?

  1. Sel says:

    There is a real issue when games try to implement a certain system that is completely functional and clever in a game sort of way, yet struggles in making itself a convincing part of the game world.

    This. This so much. If I have to think of one single factor that differentiates a good but detaching game, from an immersing experience, this is it. It is incredibly frustrating to just about to be taken into a world, then to be pulled out of the momentum out of something caused by oddly out of sync gameplay that makes us stop and wonder, “wait a minute, what?”

  2. Veret says:

    I definitely agree with that point on mismatched systems, but I’d actually hold up Mirror’s Edge as an example of this done right. Let me explain: Faith can try using a big ol’ machine gun to plow through her enemies, but she does so with all the expertise of a petite Asian woman who has no firearms training attempting to use high-powered military hardware. It doesn’t work. Ideally, the player will realize this and go back to being an unarmed parkour ninja, but with a newfound appreciation for that style.

    That’s what Mirror’s Edge did right, in my opinion. But then it utterly failed to learn from its own brilliance, and soon afterward began to use other clashing game mechanics without realizing it. That’s when we start to find Faith, a rooftop-leaping distance runner, mucking around in the sewers and sneaking through cramped indoor corridors. If DICE had been true to their own narrative they would have allowed players to avoid these parkour-unfriendly environments in favor of more open spaces, just like how they handled the firearms.

    Sigh. Good article, though.

  3. Miles Newton says:

    You’re very right; what I think was buzzing around in my subconscious is where you were sometimes forced into using the guns, where the game earlier told you that you were crap at using them. Sure you could pass this off as some kind of metaphor for the futility of a passive-aggressive anarchist, but ultimately it ended up drawing metaphorical moustaches all over the previously illustrious family portrait.

  4. Sel says:

    I do think that as far as an idea goes, the helplessness of needing Faith to combat should add to the feel of the game. The concept behind it was brilliant, what had fell off the bottom though is that this game became so combat heavy, what should be considered as a garnish of flavour had overtook the core of Mirror’s Edge, the parkour. Yes I am aware that it is possible to finish the game without killing a single soldier. Yet just like the other aspects of this game, as trial and error is the bone of how do get anything done, the choice of not fighting became an advanced goal rather than what should be slightly easier to be accomplished.

    This article does remind me of the frustration I had with a few other horror games, that in concept it did everything brilliantly but somehow forgot that an average player who hasn’t tested the game through and through, who had no prior knowledge of the solutions of the game, could be faced with the sort of difficulty that broke away the immersion. That would be far too long of a reply though, so I shall spare you the incoherent rambles.

  5. I was never under much impression that Singularity was to be anything other than a standard FPS. What I’d seen in demos and trailers looked too clever not to be scripted in some way. Either it was just another type of weapon or basically a key to an unusually designed lock (e.g. broken stairs that can be repaired with time). And I thought I also spied the now exhausted Looking Glass approach to showing you narrative through ghosts from the past or whatever. Feel free to correct me: I’ve not played Singularity and likely never will.

    I think it was a big ask for Raven to do anything else, it’s just not what they do. What I had hoped for was it to be just cool and sound, in the way Dead Space was (although DS *did* bring a few genuine extras to the table). Over Twitter recently, Switchbreak recently remined me of the scrying ability in Undying – the ability to see otherworldy things that only worked in specific locations that were clearly marked with loud whispers. But it was cool regardless.

    I agree that Mirror’s Edge was spoiled by forcing you into fights (even though Faith was really bad at fighting). The excitement of being pursued was just so well done; slowing it down into fight scenarios broke the formula. But I still sort of disagree with Veret, as my DNA demands.

    I see Mirror’s Edge as a mixture of racing and puzzles. There are a lot of puzzles in the sewer sections, wondering how you can get from A to B with your l33t parkour skills.

    So those sections weren’t all bad; they also highlighted Faith’s weakness in a claustrophobic environment which made me, as the player, just *so* glad to be back outdoors, able to bask beneath the safety of the sun.

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