Thursday, October 2, 2014

Ludonarrative Dissonance in Fable 3



Fable 3 takes place in Albion. The player's character (the Hero), a member of the royal family, is on a quest to overthrow his/her brother, king Logan, who has become a tyrant. The first half of the game centers around the Hero gaining allies across Albion who will aid in overthrowing Logan. However, because the Hero will be the next one to rule, they will ask you to promise them to help them when you are King/Queen. Then, when you finally defeat Logan, you will become Albion's ruler and will be required to make intentionally hard decisions to help rule the kingdom. This is where, for me, things become a bit messy. Let me just say that if you’re looking for a perfect illustration of why integrating linear plots and themes into open game design is so difficult and problematic, then Fable 3 is your case study.
            It is not a stretch to call the Fable games 'open' games, i.e. they are games where the player is allowed a great deal of freedom in deciding how to live life, what decisions to make, to act morally or immoral, etc. Although all three games had main storylines, the player could at almost any time deviate from the story path to do something else entirely. Now, with the second half of Fable 3, I feel unhealthy tensions arise between this key aspect of the Fable series and the narrative themes expressed here. In other words, it is the old-fashioned conflict between open game design on the one hand and plot and theme on the other.
            To be fair, I don't blame Creative Director Peter Molyneux and Lionhead Studios for attempting to deal with the theme of being a ruler. As Molyneux said, he didn't want Fable 3 to be the next in a long line of games that start you off as weak and make you more powerful until you beat the Big Bad. It is usually at that point, when you have become king, that these games stop which for Molyneux is “the most exciting bit.” (Fable 3 wiki). The dramatic point of the third entry in the Fable franchise is thus to put you in the role of a ruler and make you experience the dilemmas one would encounter in such a position of power. As Molyneux puts it: “The really strange thing about leadership is that there's a common thread that has existed for centuries in all cultures. Whenever politicians, rebels or juntas are climbing to power they make promises, and very often these promises are not delivered on. We want to give a sense of that, so as you're building up your forces, as you're being a rebel, you will find this opportunity to promise things to get more power. Then after you've become leader, the opportunity to live on those promises has real consequences.” (Fable 3 wiki) This is in itself an ambitious thing to explore in a video game and the effort is admirable. However, in deciding to explore these issues and integrate them into the game design they automatically destroyed what was key about Fable, its open game design. Not only this, but, even more damningly, it also causes irreparable damage in the everlasting tension between open game design and the requirements of plot and narrative themes.
            Let’s take a look at what sacrifices in open game design have been made to effectively convey this theme of being a ruler. As a ruler, you face a threat: the Darkness (talk about creativity...) will arrive at Albion in a year and you have to gather 6,5 million gold to counter the threat and ensure everyone's survival. However, what about all the promises you made? This is where those come in. You’ll face many choices with most of them being divided into two categories: the 'good' choice which will deplete your treasury and the 'wrong' choice which will substantially increase the amount of gold in your treasury. So this, in a nutshell, is the moral component of kingly decisions. If you only did 'the right thing' all the time, you would be in the red in no time. Do the 'wrong thing' all the time and the people will despise you, but you will however be capable to combat the external threat of the Darkness.
            One of the structural failings has to do with the integration of a deadline. Because you have to make decisions and the time is running out after each set of decisions, eventually the game will end and you will receive a good or bad ending, depending on the amount of gold you possess. This deadline also, crucially, causes failings in terms of game design. By enforcing the nature of the plot and theme with a deadline (which makes sense in terms of plot), the game also restricts its sense of openness. One isn't allowed to fully 'enjoy' being a ruler, because one is constantly reminded of the deadline, added for dramatic weight. And having fun being a ruler was one of the game's goals as seen in this quote by Molyneux: “What's so interesting about that is you look at it and you realize that, "Gee, these people who ruled our land up until very recently were actually very creative with their power and abused it and use it in many evil ways." Take Henry VIII, let's just go through some of the things this guy did. Rather than say, "Hey, this marriage is not working out so well," he just decided to completely kill off his wives. Not only did he do that, but to do the deed he just got rid of religion and replaced it with a new one. He also took five percent of the entire tax income – the equivalent of billions of pounds in today's world – and spent on his personal wine cellar, while many people within the country were suffering from starvation and plague. This guy definitely wasn't that nice a guy, and if you write that down he sounds really evil. Does history paint him as being really evil? Not really, it paints him as being a bit of a jolly chap who was quite infatuated with six women. That's fascinating inspiration and we really want to give you the power to be that colourful when you're ruler.” (Fable 3 wiki) If the deadline wasn't there, then one could just do “colourful” stuff and make money along the way until he had enough and decided it was time to defeat the Darkness. Doing this however would decrease the narrative tension and drive of the second act. By adding the deadline, it logically lends more dramatic weight to your decisions, because it feels like Albion's future rides on each and every one of them. Of course, the addition of the deadline also means restricting what makes Fable 'Fable', its openness which now has to be restricted in the name of plot.
            Another structural failing lies in the fact that even though it seems that you must either choose between option 1) being benevolent, but losing against the Darkness and option 2) being tyrannical, but defeating the Darkness, there is a 'perfect' option. Even though being a kind ruler will deplete your resources, the Hero has the option of donating to the treasury using his own gold. This would mean doing jobs scattered around the game world (being a blacksmith, playing the lute, etc.) and buying and renting out property so you’re almost constantly making money...ad nauseam. This would be incredibly tedious and – even though it grants you a perfect ending by being both benevolent and being capable of defeating the forces of Darkness – runs counter to the theme of the game which suggests it is only possible to beat the Darkness if one makes sacrifices for the greater good: 'yes, it is regrettable I have to reinstate child labor, but it is necessary and unavoidable if we are to defeat the Darkness', etc. The game is interested in exploring – or rather enforcing – these moral dilemmas. But by also granting you the option of a perfect ending – perhaps precisely because it is a game and an optional perfect end is pretty much expected (or mandatory) – it circumvents these moral dilemmas, thus undermining the entire point of the game’s second act.
            By adding the deadline in the name of plot, the game loses its sense of openness, but by also giving you the option of tediously 'grinding' for the perfect ending (in the name of open game design), the game also fails in terms of plot and theme. It’s like a vicious circle. Fable 3 wants to have both open gameplay and an interesting narrative and as a result fails spectacularly at either.

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