R.A. Salvatore has been my favorite fantasy author for over
a decade. His novels feature memorable characters, compelling narrative themes,
and crisp “cinematic” action sequences. I’m currently reading an older novel of
his titled The Orc King. In contrast
to my long history with Salvatore, Fullmetal
Alchemist was an anime I’d heard about but never looked into. When I saw
the latest version of the series (Fullmetal
Alchemist: Brotherhood) was available on Hulu, I decided to finally take
the plunge. I’m glad I did!
This one time I met R.A. Salvatore at SLCC |
Fullmetal Alchemist
follows the story of two young brothers who lost parts of their bodies as a
price paid for essentially trying to play god. As they search for a way to
recover their bodies they unravel a dark secret that threatens their entire
nation. While the narrative focuses on the brothers’ tale, plenty of time is
granted to literally dozens of side characters and branches off the primary
plot. Eventually, all those characters and branching subplots unite at the end
of the anime’s arc in an immensely satisfying way. This careful and patient
weaving of interconnected stories is one of Salvatore’s strengths as well. Ostensibly
disconnected characters—including, usually, the villain(s)—eventually find
themselves entwined in the main narrative by the novel’s end.
A small selection of Fullmetal Alchemist's extensive cast (Image found here on Pop Verse) |
Of course, other stories in all sorts of mediums end up
trying to perform a similar type of weave. But if the weaving goes poorly, side
characters and subplots seem more like distractions. So what makes Fullmetal
and Salvatore so effective? I believe it’s a combination of a confident focus
on the nexus point where all the various subplots will merge into the main
storyline, as well as careful and consistent pacing with the primary narrative.
What can we take away from this as game devs? Many games,
especially roleplaying games, are frequently criticized for how side quest
content detracts from the urgency and significance of the game’s primary
storyline. Game writers and designers will often blame story pacing issues on
the inherent interactivity of games, since they can’t control the players who
decide to ignore the impending doom of civilization by seeing if they can spam the
jump key all the way up a seemingly impassable mountain.
I've done my share of mountain hopping in Skyrim (Image found here) |
But setting mountain
hopping aside, I think side quest content could often be much more thoughtfully
connected to the main narrative. Side quests and minor characters can and
should be compelling by themselves, but connecting them to the chief plot in a
satisfying way will help prevent them from feeling like distracting and
unneeded “filler.” Not every problem will be fixed this way, and not every optional quest needs to tie in to the protagonist's main quest. However, every little step we take as game developers to encourage player investment in our game worlds will help our games be more compelling and fun.
Everyone is probably going to mention The Witcher 3 in response to this. The sidequests, though heavily reliant on "use your witcher senses to...", are written in such a way as to fit within the larger narrative. The pacing can still be an issue (since you're supposed to be chasing down someone's trail with some urgency) but they make much more sense than "Go here, kill X of X, return to quest giver". The game is probably the best example of good side quest writing I've seen.
ReplyDelete