Same as the other medias, such as movie and novel, archetype
usually used in video game as a guide to create an interesting character.
However, just like what I wrote in my recent post (http://questandquestion.blogspot.com/2014/06/only-story-really.html ), archetype does not only show a
different function of character in the story, but also a part of the audience mind. So, the question is, how we create a game that emphasize on these
different part of our mind, the archetype? Is by creating a character with a
certain archetype as his/her personality enough?
I’m really enthusiastic about the advance of video game in the
recent years. Starting from Journey by ThatGameCompany, there is an increasing
number of game developers who tried to produce a variety of complex emotions in
their game, different than in the past which game usually only focus on the
basic emotion. However, we need to be careful, so that rather than create an
emotional moving game we fall into creating a game that only produces a “meh”
moment. The problem is, emotion isn’t the same as science, there is no theory
gives a complete description about it (well, there are some, but until now we
still aren’t sure whether these theories are right or not). One of the reason
of this is emotion varies among one person and the others. The same emotion could
come from a different trigger for a different people, and worse, some cultures
have a different kind of emotion that not found on the other cultures. Which in turn, leave us to 2 options, spend
much more of resource ranging from research to production just for produce a
certain emotion or we take another different perspective of seeing emotion in
video game.
Ah, talking about emotion always fun (and sometimes
stressful, yet it still interesting), but for now let’s back to the archetype.
So, we see, most of the games use archetypes only in their story (by represent
them with characters). For example, in
Final Fantasy X, Tidus plays as the hero, Yuna as the herald, Auron as the
mentor, Sin as the shadow, all monsters and mini bosses player found along the
way as the threshold guardian, Seymour as the shapeshifter, Wakka, Lulu, Rikku,
and the rest party members as allies, and Jecht as the trickster. However,
could we take the archetype to a higher degree of game, not only inside the
game as narrative fuel, but also outside the game, say player’s mind
maybe?
Okay then, first, let’s assume that the game as the journey
which player will go through. This make the player, yes you, as the hero. Then
the herald who calls you to do the journey, to play the game can be in the
shape of that game advertisement which entices you to buy the game. Mentor and
shadow appear as the source that drive you to keep playing the game. It could
be the value that you found interesting in game (which usually the opposite
condition of your daily life) and the darkness that the hero in game tries to
banish (which usually you see as bad thing, or it could be just as simple as
boredom in your daily life).
Continue on, the threshold guardian could be your parent,
the shapeshifter could be the leaderboard, the ally could be your friend who
also plays the same game, and the trickster could be your homework. well, that
is one way to think of them, but I don’t think it’s quite right. I always have
a belief that video game is not only as an entertainment, but it could be a
medium for us to change, just as the threshold guardian, the shapeshifter, the
ally, and the trickster change the hero. So I believe the function of these
four archetypes is bigger than I mentioned before.
In my view, the threshold guardian, the shapeshifter, the
ally, and the trickster surround one of the feature in video game that
identified the video game itself. Related to this feature, the threshold
guardian and the shapeshifter create expectation and doubt toward the feature
respectively. Meanwhile, the ally and the trickster together they represent the
other value that player got from other person and reality (outside the video
game) about the feature. The feature is known as decision making. Every video
game always requires us to make a decision. Sometimes the feedback about the
decision that we made doesn’t come directly, which creates expectation (the
shapeshifter) and also doubt (the threshold guardian). When we trying to choose
the right decision, often we use the other value outside the video game, maybe
from our friend’s perspective (the ally) or what we will choose in real life
(the trickster).
The decision making doesn’t need to come in a sophisticated
system such as moral system that we can found in fable or other high budget
video games. It can also come as simple as choose the best strategy to win a
game. Take for example, the decision which pawn we will move in chess. Every
chess player must have known about the feeling of expectation and doubt of
every move that they made. Also, even though the different space a type of pawn
can move create a grade among the pawn (with usually the highest is queen and
the lowest is rook), but sometimes we use another value from our reality, for
example the equality of every person, which then make us sacrifice the queen
instead the rook in order to create an opening. Through doubt, expectation, and
the other value in chess, it is not strange that they do not only change the
strategy of the player, but also change how the player treats the other people
in life.
So if you want to create a game that able to change the
player, one of the real challenges is to incorporate a meaningful decision
making into the game. A decision making which creates expectation and doubt into
every option that player made, and also requires the player to use the value not
only from inside the game, but also outside the game to make a better decision.
Sound simple eh?
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