g&p readings 7: teams? it’s a free-for-all
Since there are no assigned readings or themes this week, Jenna has tasked with exploring three of our own game and play endeavours aligned with our chosen area of contextual study.
My area of research is as follows:
I am highly interested in exploring the idea of morality through actual meaningful choice. I feel as though the accountability held in ultimatums is not taken to the gravitas it could be, nor blurs the lines enough between what is right and what is wrong.
As such, the things I have done this past week have much to with character choice and the effects of particular choices within games.
Persona is an RPG series set in cities and high schools in modern day Japan. It focuses on the growth of adolescents who, upon the awakening of their "Persona" abilities, overcome various trials together.
The heart of the Persona series is the clashing of ordinary events such as school life, friendship, and love, with the extraordinary such as urban legends, strange rumors, bizarre occurrences, and glimpses of the dark side of society. Its mysterious charm has fascinated fans all over the world.
Throughout the series, "Persona" refers to a hidden "personality" or the "other self" that lurks within oneself. Personas manifest themselves as legendary gods and demons, and hold otherworldly powers. The adolescents who awaken to the Persona ability wield their powers to confront and overcome many perils that stand in their way.
My god I have waiting for this game to release for the longest time. As a fan of the Persona franchise, I’ve been itching for a follow-up since the last game release on Playstation 2 in 2008. As a general rule-of-thumb, each Persona game follows a group of high-school students who lead normal lives, then are suddenly thrown into a supernatural situation where the must save the world, yada, yada, yada.
The difference is that each character has a unique Persona (manifestations of their psyche) that evolves and changes not just by level, but by their interactions in their daily lives. As normal students, they attend school, form relationships with other characters and complete different tasks. What makes Persona unique is that the gravity of the player’s actions is reflected in their normal lives as rumours they hear around town, meaning that the environment becomes dynamic and evolves with them.
This concept is nothing new in terms of the ‘karma system’ (much like my other favourite franchise Infamous), although in this case it doesn’t brand the player character as good or bad. Where Infamous (from the name implied) brands the player as a role model or anti-hero, Persona keeps it more dubious. Regardless of what you do, you are rewarded with a result which is exactly the kind of morality chart blurring that I’m so interested in.
I can’t really say too much more about the game since it’s literally just came out, but I hope to find more expansion on the aforementioned dynamics.
My god (again) when I watched a playthrough of this by my favourite YouTuber I was floored the entire experience. Hear me out: yeah, I didn’t actually play it, but it felt like something I didn’t have to physically go through myself. I am DEATHLY afraid of horror games, no matter how non-horror they actually are; this was a simple narrative driven, episodic, retro story game and I think I jumped about five hundred times.
Text adventure games are things that I’ve always found extremely fascinating: HOW DOES A COMPUTER RECOGNISE ANYTHING YOU TYPE? Logistically, it probably isn’t that difficult with algorithms for trigger words, but regardless, this illusion of ‘drive-your-own-adventure’ has been something I find so incredibly alluring. I always know that my end fate is sealed, but the fact that I have to type in my own death wish somehow seals this guilty presence in my mind: I just typed in the words for my character to die.
The fact that I typed in ‘E-N-T-E-R-H-O-U-S-E’ - when I fully knew that killer was inside - brings this level of immersion so much greater than moving an analog and pressing ‘A’. It gives you a sense of accountability, that your choice has been conducted for the greater good (i.e. completing the narrative).
What really sold me on writing about this game was its overall aesthetics. After recently seeing the trailer for Stranger Things 2, I couldn’t believe the almost exact title screen replica. It was exactly this kind of imagery that Finley and I had been discussing about our Game Jam project, where we really wanted to visit a retro, cyberpunk look which we felt really enhanced story driven gameplay. Hey, Stories Untold basically validated this choice.
A beautiful game driven by the illusion that you have to do what you have to do; there is no good and evil, just finishing the story