Warning! I will be
discussing some spoilers for the recently released second season of Stranger
Things. If you didn’t binge watch the nine episodes like my wife and I did, you
might want to postpone reading this blog post until you finish the whole
season.
As mentioned in the warning above, we watched the entire new
season of Stranger Things in more or less one sitting. Needless to say, my wife
and I are fans. Despite how much we both loved the second season and its new
characters, my wife raised a valid gripe about the addition of the
skateboard-riding, arcade-record-breaking Max: what’s her role on the team? She
has an obvious role in the season’s narrative, breaking up the group dynamics
and creating competition between Dustin and Lucas. But it’s unclear until
partway through the last episode—when she’s able to drive a car despite her
age—how she can help the band of kids fight against the horrors of the Upside
Down.
Lucas, Dustin, Mike, and Max in Stranger Things Season 2 (screencap from show found here) |
Personally, my concerns were mollified during that
car-driving scene. Max was the “zoomer,” as she describes it in an earlier
episode. But I think it was a valid question all the way up to that point. When
Max was added to the team of demigorgon-defeating kids, viewers expected her to
contribute to the team once the supernatural baddies returned. This expectation
reminded me of a similar gripe I’ve heard from gamers about leveling in RPGs. When
a character gains enough experience to level up in an RPG, the player can often
choose a new ability for that character. Usually there is a pool of available
abilities to choose from, each offering tantalizing new opportunities for that
character to become more powerful and useful.
Various ability choices in the RPG Kingdoms of Amalur (screencap found here) |
However, it’s not always clear in the moment which abilities
will be useful. Maybe one of the new skills offered to the player says that you
get better at hacking robot enemies. Seems cool, right? But if it turns out
that not many robot enemies exist in the game, the player might end up with an
ability that never ends up fulfilling the expectations he or she had for it. And
that’s (obviously) disappointing. Some gamers, worried that they’ll end up making one of
these disappointing choices, eschew personal choice entirely for internet guides
whenever their character levels up.
I understand the connection might be a bit tenuous here, but my point is that both TV show viewers and RPG gamers have expectations when a new
element is introduced to the equation. If a show writer adds a new character to
a group of kids known for battling monstrous baddies, viewers will expect the
new character to be useful to the group in some way. Likewise, if a game
designer provides a new ability for a character, gamers will expect that
ability to be useful—just like the other abilities the character already has. Offering
a sub-par choice might open up roleplaying decisions for specific types of
players, but if the drawbacks of that choice aren’t clear, many players will
end up disappointed. Offering carefully balanced abilities every time a player
levels up is a tricky task, but a worthwhile one for maximizing player choice
and contentment.
Nice connection, whether it's balancing your team of fighters or your "team" of skills. Personally, I'm still a bit skeptical of Max as the "zoomer." How often is she going to be able to drive a car? I was waiting for her skateboard to come in handy somehow, but it seems it never did. Perhaps I'll have to wait to see next season . . .
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