In video games, especially in RPGs, a developer has a crucial
question to answer. What POV do you want the gamer to inhabit during the game?
In literature POV ranges from first to third person, with third having two
flavors: "close" (a narrative where the thoughts of only one character
is known to the reader) or omniscient (a narrative where an all knowing
narrator tells the story from his invisible perch). In video games we see
some of that mindset adopted, but it is of my opinion that POV needs to be
approached differently in video games in regards to narrative. Yes, a shooter
can easily be considered third person according to the camera angle the game it
adopts, but when it comes to how the gamer is going to interact with the
narrative another question needs to be asked. Does the player feel like he is
the character or that he is observing the character? If the player feels like
he or she is the character, then while the game might be done through a 3rd
person camera it could easily have a first person feel. This is crucial for narrative
decisions because it informs the developer whether the player will attribute
the actions of the character to the character or to themselves. And this works
conversely, with players who play first person games experiencing a more third
person narrative. In Halo, nobody actually thinks they are master chief, but
when playing multi-player the action of your character (who initially was
identical to master chief) is ascribed to you. The reason for this has to do
with the kind of characters the developers are creating and why certain
characters can be inhabited by players more easily.
When creating characters the spectrum lies between a character
archetype (i.e. the peasant, the warrior) and a polished individual character
(i.e. Master Chief, Laura Croft). There are several narrative and in game
elements that inform players on what kind of character they are dealing with.
For example, when a character in a game is given a bunch of exclusive powers
only that character can access, the player will see that character as an
individual given his unique abilities. However, if the player later finds out
that many in the world have similar abilities, then the character will be
contextualized in a more generic light. These in game elements are then
combined with narrative elements within the game. Back to the Halo example, it
was clear that master chief was given "special abilities" (he
constantly was the one driving vehicles, given access to better weapons etc.),
but as the game goes on it becomes obvious that others within the universe can
access those "special abilities" as well. This is when the narrative
elements of Halo make it clear to the player that master chief is a unique
character within the universe. Now take into consideration Chrono from Chrono
Trigger. there are little to no narrative elements that make Chrono a unique
character. He is given special abilities, but his story (boy meets princess,
comes over adversity) is that of every person you have ever known. Combine this
with the fact that the game gives the player the ability to create insight
within Chrono's character (there are points in the game where Chrono's
responses and actions can reflect on his morality in the eyes of the player),
it becomes clear that Chrono is merely a vessel for the player to inhabit.
Chrono's actions become that of the player and make it so that the player feels
as if they are Chrono (also the player can name Chrono and the entire team,
giving even more ownership to the player.
Now what does all of this have to do with Ness? Well, the POV the player
is inhabiting is important to take into consideration when a developer is
planning to break the fourth wall. If the player feels as if they are playing
in a "first person mindset" then breaking the fourth wall will
destroy that, disconnecting them from the character and possibly threatening
any significance felt for the game. However, if the POV of the player is that
of a third person nature (as it is in Earthbound), then it becomes clear that
breaking the fourth wall will only hurt the overall immersion of the game and
not the specific significance placed on the character, since the player knows
the character is just a character and not them.
Ness is an interesting character to take this introspection with because he is
very much in the middle of the spectrum between an archetype and a polished individual.
While, Ness is given special abilities and specific narrative elements (
divorced child, chosen one, etc.), the game gives the player the ability to
customize many of those things (the naming of ness and the team, naming his
dog, etc). In fact there is only one element in the game that tips the balance
in the favor of unique character. The fact that the game rewards the player
according to story progression. Power ups and so on, while certainly integral
in the game, are not the end all of the game. In fact these powers are usually
given on a need to know basis, endowed before boss battles or difficult
portions of the game. Instead what is rewarded is the ability of the player to
make the narrative progress. If the game was in fact interested in rewarding
the player with armor, then it would have needed an extended universe with more
monsters and more drops as opposed to the narrative based progression system
where the player usually gains new weapons after every significant push in the
narrative.
So now we
have established that when the game broke the fourth wall it wasn't a huge
intrusion in regards to how the player felt about Ness, it's important to take
into consideration the huge intrusion it did have on overall game
immersion. And the game definitely makes up for this at the end. SPOILER ALERT,
DO NOT READ ON IF YOU DO NOT WANT THE FINAL BOSS BATTLE RUINED.
In the game, when you make it to the third form of the
final boss, Paula must pray to all of the friends and families of the group
(the group being Ness, Paula, Jeff and Poo). Their family members deal
huge damage to the boss by praying for the group's safety.
After exhausting all of their familial options they turn to prayer
again just to find their efforts to be rejected ( I thought this was an
indicator that I had to pony up and beat the boss with my team). After
losing all of my PP and wasting all of Jeff's objects I decided to pray one
more time. This time the prayer was to all the little boys and girls out there.
Then it said they were praying for our safety. Then it showed me something
that blew my mind. On the screen it revealed" Ray was praying". And
then again it showed "Ray was praying". At that moment I closed my
eyes and prayed for the characters who I knew weren't real.
The moment a video game transcends it's ability to affect
my life only in the form of button clicking to receiving a tangible reaction
from me is a clear indicator that immersion has worked. It broke the fourth
wall, destroying a little immersion and then made up for it all, by ensuring
that the world of Eartbound will forever be apart of my experiences
in life.
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