Gaming & the Fear of Delegation
By MikeLemmer 21 Comments
A recent Twitter discussion with Austin drew a comparison between people's obsession with "finding everything in Undertale" and the gaming cliche of the protagonist being the only person who can solve problems in the world. If you overhear a problem in a game, you can be confident you're the only one who can, and will, solve it. If anyone else tries to, they will either make it worse, die, or require the protagonist's help before they're done. Even if it's something minor, like the overheard conversations in Mass Effect 3, the solution is never "have Shepard relay the problem to someone else who can solve it". No, you're going to have to do it yourself to ensure it's done right. Pondering that for a while made me realize something:
Games have taught us to be terrified of delegation.
One part of this is bad plotting. You want to make the protagonist a world-saving hero? Simply make it so everything goes wrong until he arrives to fix it. No one can solve problems until he is somehow involved. Your character thus turns into a supercompetent jack-of-all-trades. The other part is bad coding. How many games have given you the choice of delegating some mundane tasks to an AI? How many of those AIs have you trusted to actually do the job right? I suspect most people, like me, would rather waste hours micromanaging building queues than risk the mysterious AI screwing something up. Years of this combination has led to loathing giving up influence in... well, anything. It vindicates the paranoid fears of our inner control freak, turning an invasive, obsessive real-life behavior into a necessity if you want to get anything done right.
I do a lot of role-playing, including some solo stuff with other D&D gamemasters to experiment with plots that don't fit well into the typical 4-fights-per-day dungeon-crawl. One of these involved helping a teenage boy with his abusive dad. The optimal solution was also the bare minimum: convince the boy to leave while honoring his request not to interfere with his father. Every other solution- talking to the dad about his son, trying to help the dad with his problems, threatening him if he attacked his son again- only made the problem worse. But years of gaming had made me so accustomed to intervening in everyone's problems that the mere thought of leaving a problem alone felt disturbing.
It reminds me of Spec Ops: The Line, another game where the more you intervene, the worse things get. Granted, that example is heavy-handed, but it's rare for a game to reveal you aren't the best person for the job, or that the wisest course of action is to let someone else handle it. Yet realizing that is a vital part of cooperating in real life. Is this why socializing and interaction are underutilized in games?
I break down "social gameplay" into "using people skills to solve problems". Manipulating them into acting like you want them to (ala most of Bioware's games) is one aspect, but games have barely touched the challenge of making a cohesive, effective group. Metal Gear Solid V, for example, doesn't do a good job of making the Diamond Dogs feel as important as Snake thinks they are. They are a set of letter grades that work generically well with every other set of letter grades, without any of the quirks that make actual humans complex. None of them have friendships, rivalries, phobias, virtues, or vices. You never have a high-ranking soldier that works best partnered up with a lower-ranking soldier. You never prefer a veteran lower-ranking soldier over a newly-recruited higher-ranking soldier simply because you've worked with him long enough to know what makes him tick. You don't have to remember that one soldier does best when constantly complimented, while another wants you to leave him be. You don't even have their mission success rate influenced by whether they all speak the same language! They are nothing more than stats, so there is no gameplay reason to know them like actual people, which undercuts the player's/Snake's motivation. I eagerly await the day someone manages to adapt Shadow of Mordor's nemesis system to your allies to make them feel more human.
Still, as long as Snake can act like the legendary Big Boss, able to take on any challenge and win, it would let the player get away with not delegating anything, with being the control freak that insists on tackling every problem by himself. Breaking that would require a Kojima-level troll: give the player a mission they can't win themselves. Let them hurl themselves at the mission over & over again, never coming close to succeeding, frantically wondering what the key is. Then hint they should assign someone else to the mission. A pilot with decent stealth that can also fly a jet. Someone good at disguising himself and speaking Russian to infiltrate the base. Assign the NPC to the impossible mission while you go off to do something else, wait an hour... and then the report comes back: mission successful. Would you feel incompetent he did what you couldn't? Or just happy the mission got completed?
Then emphasize the crux of the game isn't figuring out how you can complete every mission, but figuring out whether you can complete the mission. Do you know your strengths & weaknesses enough to realistically assess what you can & can't do? Can you figure out when you should call in reinforcements? Or withdraw and let one of your men handle it? You may be the legendary hero, but you can't, and shouldn't, handle everything yourself.
Too many games insist the protagonist do everything himself. I want more games where the protagonist can't and shouldn't.

21 Comments