Delta-Vee wrote...
[isolating question]
Awesome post is awesome.
I have to ask, though: was it even possible for your group to "win"? To make it through with their souls intact? I think games in general (tabletop and video) have that most useful ability to demand such introspection and existential horror - but the players must be made aware of that potential in advance.
While SkaldFish's excellent post is true of games with a defined "win" state, there are also games, from Tetris to the very recent DayZ, which are predicated on merely putting off losing for as long as possible (much like life, actually). If the inherent impossibility of victory is sufficiently presaged, then players can engage with the work and not feel betrayed when (not if) they finally fail.
Mass Effect, however, is not such a game, so your (wonderfully written) example is quite pertinent.
First, thanks!
Second, it was possible to "win", it was simply too hard. The goal was to create a meat grinder, with about six definate "stages".
First, they would be encouraged to ally with "less bad" enemies to stop "good guy" partisans who were exploiting the chaos of war to prey on civilians. Second, they would be encouraged to take part in an enemy civil war, pitting one faction against another to weaken all. Third, they would be encouraged to allow "collateral damage" and accept that sometimes, losses happened, and not to care. Fourth, they would be encourage to cut deals with amoral third parties with "interests" in order to gain firepower over their direct enemies. Fifth, their backers "the Good Guys" would be shown as flawed, while the "Evil Empire" was simultaneously humanized. Sixth, they would be systematically stripped of allies through attrition, "collateral", choices that broke with ally's morality, and occasional betrayal for "a greater good" (varies by NPC). Seventh, goals that were stated would often be counterproductive, with hurting one enemy faction merely empowering another, encouraging the party to switch factions often. Eighth, the world would be
lethal, with some adventures designed to kill PCs.
The end result was predictable: moral relativity, short term thinking, survival optimization. The party bounced from target to target without contemplating "how does this end" or "how does this help our long term goal" or even "what was our long term goal".
At the end, they were slapped in the face with a tally of their sins, with enemies and allies raking them over the coals for every town they couldn't save, every ally they sacrificed, every war crime then enabled, every cruel gambit they'd made for "the greater good". Finally, numerous of these NPCs decried the idea of "the greater good", with each espousing their own logic and worldview, offering the party their path.
Some of these included:
1. An allied soldier from a third party advocating that the party embrace the "collateral damage" mentality they'd inflicted on others by
writing off the entire region and nuking it into oblvion, only to try and fight this war somewhere else, since this front was already lost.
2. A "holy" prophet advocating bringing about an edritch horror to "cleanse" the world of all the atrocties the party had been part of.
3. An amoral arms dealer offering them the opportunity to write it all off and live in luxury on the suffering of others, since they were now so numb to it, and so good as contractors for him.
4. Numerous enemies offering physical rewards for the party coming to work for them because of their "skills" at being terrible people, joining the enemy side in the larger war.
5. A third party actor who'd been here before recommending that they simply kill themselves because it's all pointless.
6. An elder being (godlike-thing) they contacted, who explained that, yes, the game is rigged, and no, they can't fix it, because THE UNIVERSE DEMANDS suffering. They should simply do what they think they need to, because nothing matters.
7. The dragon to the main antagonist, who reveals that every action they've taken has benefitted him (stabilizing his power base by weakening his rivals). He is polite, and earnest, as he explains that he knows how pervese the universe is, and his plan to minimize the suffering by controlling every party in the action, and how he is actually the hero, and they should totally join his team.
8. A low-level NPC ally they'd already betrayed, who was hopelessly trying to jailbreak a bunch of prisoners. This would serve no larger goal (they had no real worth), had no chance of success, and was only being advocated by a well-meaning-but-highly-outclassed group of allies. Pointlessness personified.
The party split among the answers, but no one stuck with the eighth choice once it had been revealed as "hopeless".
The winning scenario had been a trick. The kicker of the campaign was this: every minor NPC they helped along the way would come back to help them in the end. Every farmer they saved, every merchant they helped to safety, every soldier they rescued. The more they were good, the more if would pay off in the end. There was no cue for this, no obvious metric. These actions would seem pointless.
This was the "test" of the game. If they knew it was a test, they'd always pass it, but it was to see, in a way "who they were in the dark". When an action had no benefit, no gain, no point, would they still do it? Would they do it again? Again? Again? How long?
How long would the good man/woman stay good in a cruel universe?
The answer, sadly, was "not long enough", and the party had lost the endgame by the second act, when they focused on the big pieces and game-changers, and not on the little cogs that got burned out along the way.
It really was kind of "f*ck you" to gamist mentality, and not really what people were expecting. I couldn't cue them in on the "unwinnable" or "trick ending", because then it wouldn't be a trick. All I told them was that the campaign would revolve around "faith".
Faith, as in, the way religious people put stock in an afterlife, even with no proof. Faith, which drives people to give their money to the poor to chalk up brownie points in heaven. Faith, which is so illogical, so destructive, and yet so uplifting.
The wicked and callous parts, I showcased. That was the test. They needed faith that the good they did mattered, even when everything in the world said it didn't.
They failed. The campaign became a meat grinder, and blew up at the end when it became apparent how wrong it had gone.
My fault was multifold: I never put myself in the players' shoes. I never appreciated how this medium would turn a tragedy into a wound. I became focused on "art" and not "making a good game".
Was it high-concept. Yeah. Was it interesting? Yeah. Was it fun? Not really. Was it worth it? Yes, but not how I meant it. Would I do it again? Hell no, I
hurt people with this. I've never seen fiction be
unethical before, actually hurt the people who partook of it. It was eye opening.
/sidetrack.
EDIT: Forgot to add the actual winning scenario. The golden ending was to help enough people (I had a tabulation running) while not drifting too far into moral relativity and enemy-mine, and then choose the hopeless noble fight. At this point, once enough triggers had been set off (including party deaths, I should add), the karmic cavalry would arrive, in the form of an offensive hinted at early in the game, before the party lost communication with "home". This would be a series of triumphs for each act they'd performed, a sort of delayed reward in the hour of need. It would be an amazingly uplifting moment of "you've fought so long, and so hard, for a cause so lost... fight no more, noble soul, the world will carry you home". With enough good karma and successes, even
enemies would rally to their cause, just this once, including the potential over-arching threat (big bad's dragon). In this way, they would "beat" him, by keeping faith when he never could, and by not falling like he did. They could never defeat him in battle, but they could surpass and render him irrelevant.
It never happened, because... well... SPECULATION FOR EVERYONE.
Modifié par Fapmaster5000, 20 mai 2012 - 12:19 .