Monday, June 22, 2015

Dark Chronicle: Fixing the World


                Games do setting better than any other medium. While novels or films might pay some attention to their setting, a game is its setting, just as a novel is its text. Games communicate everything through their settings, so the setting has to be strong and memorable. Luckily, they’re well up to the task. To take advantage of the medium’s natural strength, many games focus on exploration, which is why Minecraft works. But exploration isn’t the whole story. Most exploration-heavy games like Mass Effect or Legend of Zelda still have a clear goal that gives them a sense of impetus and progression, and marks the boundary between a sandbox and an adventure.

                Adventures are about how the heroes become the people they need to be, and about the consequences should they fail. Not all involve travel, but many do, because travel links the heroes’ development to its impact on the world around them. Travel both causes and represents change: the process through which the heroes become the people they need to be. Video games do this fantastically well, because when players interact with a setting, they empathize with it. When Minas Tirith falls in Return of the King, we mourn the heroes’ loss of their home. When the Citadel falls in Mass Effect 3, it’s the place itself we mourn. We’ve connected with and protected it for three games, and when we can’t save it, we feel responsible. We feel like we’ve failed, and we want to take it back. We want to rebuild it.

                We can talk about how saving the world is important, necessary, but no medium can get us as personally and emotionally involved in saving the world as games. Books and movies make us want to save the people in the world, but only games make us want to save the world itself. They make their world our home, and we don’t want to let it break.

                But what if it’s already broken?

                In Dark Chronicle (also titled Dark Cloud 2), a 2001 action-RPG for PS2, you play as a young man named Max, who builds and fixes machines and carries a mysterious red stone around his neck. Max lives in Palm Brinks, a cozy industrial-age walled town closed off from the outside world. Though its railroad once brought in a booming age of exploration and growth, it’s since been shut down, the town gates sealed. The community is tight-knit and warm, but static: few residents know or care much about the world outside. Assassins soon try to take your stone, and you flee the town through the underground aqueducts.

                You step outside to find a world stripped of civilization. Using the railroad your mentor helped reestablish, you travel farther and soon meet Monica, a girl who carries a blue stone to match your red one. Monica is from the future, and grew up on the losing side of a great war against a figure known as Griffon, who has been wiping out humanity across time. Only Palm Brinks remains in the present. The stones have the power of time travel: Monica’s blue stone allows her to jump a hundred years back in time, while Max’s red one allows him to travel a hundred years forward. By using both in tandem, you can plant the seeds of civilization in your time: small settlements that will come into bloom in hers.

                Just because you’ve left Palm Brinks doesn’t mean you’re gone for good. The city is home. It’s a foundation to build on and a cushion to fall on. It supports you when you need to rise, and it’s there to catch you when you collapse. Palm Brinks is that world’s heart, and the love that went into building it oozes from every cobblestone and storefront. No area exemplifies that like the once-bustling train station. With the railroad line shut down, no trains go in and out, no passengers line up, and no clerks sell tickets. Still, the city maintains it like the day it was built. It’s gorgeous and baroque and empty: a place of motion, held in place, filled with potential that could break free with the spark of an engine. Like the world, it’s dormant, not dead. That the developers put so much effort into one area makes Palm Brinks a place that we, the players, care about. It’s not just somewhere we have to go back to; it’s a place we want to go back to, a place we want to protect. It’s not just Max’s home. It’s ours.

                Having a home means you’re not afraid to fall, because there are people who will catch you. The people there give you a place to come back to, and in return, you give them a place to go. Your task is to rebuild civilization, and you can’t have civilization without people – but the only people left are in Palm Brinks! They’re kind people, good people, but they’re complacent, and before they’ll venture out with you, you need to understand them and help them with their problems. You show each of them you care, and they learn to care as well, not just about the people around them, but the world as a whole. You’re the one that builds the settlements, but they live in them and bring them to life. Your adventure becomes everyone’s adventure, and once you’ve helped them become the people they need to be – helped them care, fixed them – they fix the world themselves.

                The people in your settlements aren’t the only ones making things better. There’s a beautifully cyclical nature to the way you rebuild the world. Once you’ve built your friends new homes, you travel to the future to find that over a hundred years, what you’ve built has blossomed under their care. Their descendants in turn give you tools and knowledge that you can carry back to the present and use to help the settlers. Ancestors nourish descendants and descendants nourish ancestors, building between them a world far better than the one that was lost.

You don’t just rebuild the world; you don’t just rebuild the world. You unite two groups of people, creating each other across a hundred years of history, to bring the world through its darkest hours shining brighter than it ever had before. To fix the world, you fix the people in it. You teach them to care, but before that, the game makes you care in a way no other medium could. It shows you a broken place, a beautiful place, a place full of loss but brimming with potential, a place you fall in love with, a place you can make better. And like the train, all it needs from you is a spark to come alive. All it needs for you to do is interact.


And you do. The rest follows.

Thursday, June 11, 2015

Fine

This is a little mini-story - well, a scene really - that I wrote during a 30 minute sit-down event with some other writers. Here's the prompt:

1)      Set it in summertime.
2)      Start with a lie.
3)      Include the phrase “Everything’s been different since…”
4)      End with a truth.


            “I’m fine.”

            Anna doesn’t respond. The broken air conditioner buzzes in the background. It’s even louder than the cicadas outside, and just as good at keeping the room cool.

            Jen wipes the sweat from her forehead. “I’m fine.”

           “You’re sitting in the worst cafĂ© in Dallas, drinking at noon-“

            Jen’s eyes flick to her wineglass – almost empty – then to the waiter – busy.

            “-you just lost your job-“

            “Hey,” Jen interrupts, “that’s not-”

            “-and you’re with me.” Her words hang in the air like a car falling off a cliff. Outside, a particularly daring cicada raises its voice over the drone of the AC unit.

            Jen licks her lips, pondering. “Okay yeah, it seems bad, but when you think about it-”

            “You’re still with me.”

            Anna’s seen corpses give stares less dead than Jen’s.

            “And…” Anna speaks slowly, gauging Jen’s reaction. “I seem to remember you had some. Uh…words. About what you’d do, if you ever saw me again.”

            Jen grips her wineglass, and tiny ripples dance across the surface of the cheap white inside. “Anna…” The word sounds like broken glass between her teeth.

            Okay, yeah. Time to stop on that particular thread. No need to make her mad. Unlike the Jen of years before, the Jen of today probably wouldn’t do anything…but Anna saw no sense in chancing it. Perhaps a safer path was in order. “You wanna…talk about it?”

            “No.”

            “But you’re gonna.”


            “…I am, dammit. See, it’s shit like this that got you booted back in Houston.”

            Anna shrugs. “I wanted out. I got out.”

            The sound Jen makes sits about halfway between a sigh and a growl. “Yeah.” She tosses back the rest of her wine, raises the glass at the waiter. “Lucky fucker.”

            Anna flashes her a grin. “And now that we’re both out, we’ll ride across the desert like Bonnie and…uh…”

            “Louise?”

            Anna’s face hits her palm. “That…didn’t go where I wanted it to.”

            “Never does,” Jen says, but she’s smiling now. She lifts her wineglass. It’s still empty. She shakes her head. “It’s just, everything’s been different since Pedro left.”

            “Pedro left?”

            Jen nods.

            “So, Frankie…”

            “So,” Jen nods. “Frankie.”

            “Shit.”

            “Shit,” Jen agrees.

            The waiter ambles up, wordlessly fills Jen’s glass.

            “You’l be okay?” says Anna.

            Jen picks up her glass. She considers it, makes as if to toss it all back in a single gulp. Then she stops, sets it down. “I’m fine.”