The Tragic Irony of Final Fantasy XIII-2

Since the beginning of With a Terrible Fate, I’ve made passing comments about how deeply the storytelling of the Final Fantasy XIII trilogy offended my sensibilities, both as a player and analyst of video games. On the first day of my three months analyzing Majora’s Mask, I discussed the Zelda game’s value by showing how it succeeded where Lightning Returns failed; when I discussed my fears about Square Enix dividing the Final Fantasy VII remake into multiple games, I cited the weak episodic storytelling of the XIII saga as prima facie reasons to worry about Square’s ability to tell one story across multiple games. Yet despite constantly using the XIII trilogy as fodder for broader critiques, I have never yet devoted an article to tackling the problems of the series head-on.

Well, with today at last marking the release of Final Fantasy XV, I found it a fitting occasion to turn my full attention to Final Fantasy XIII, as something of a personal reflection on why I was so let down by the trilogy. I do view the trilogy as a fantastic failure in storytelling, but the undertone of this critique is the quiet hope that Square learned its lesson and remembered how to tell stories. This, I think, is the core issue to keep in mind as FFXV finally enters the universe of game criticism in the coming weeks: remember that FFXIII also “looked pretty” and had a decent enough battle system; its colossal failure was one of storytelling, and I believe that storytelling is the measure by which FFXV will stand as a masterpiece or fall as an epic waste of time and resources.

Sadly, I could probably spend as long picking apart the FFXIII trilogy’s problems as I spent analyzing Majora’s Mask (but don’t challenge me on that–it wouldn’t be fun for anyone). So today, I’m just going to focus on Final Fantasy XIII-2. I’ve long thought that, of the three games in the trilogy, FFXIII-2 was the one with the most redeeming features and the greatest narrative potential. The problem is that FFXIII-2 is, in a surprising and sad sense, a very poignant story trapped inside of a very poorly composed story. The project of this article is to explain what I mean by that claim; in particular, I want to show you how the very structure of Final Fantasy XIII-2’s universe renders its narrative shortcomings tragically ironic, perhaps even in a way that can give disappointed players a new appreciation for a game that fails in an almost beautiful way. I’ll first argue that, sacrilegious though it may sound to say so, FFXIII-2 was poised to be the spiritual successor of the classic Chrono Trigger. After that, I’ll show how the overall framing of FFXIII-2‘s story destroyed what initial potential the game had–in fact, I’ll argue that it suffers from failures similar to those of Assassin’s Creed III, but suffers from those failures to an even greater extent than ACIII does. Lastly, I’ll combine these two strands of analysis to show how the game becomes a tragically ironic narrative failure. In the end, we’ll walk away with some lessons in how stories can fail–and, hopefully, how stories can succeed.

FFXIII Lightning Serah Mog

I’m still waiting for a justification of why this Moogle was so crucial to the plot of XIII-2.

Not a Hallway Anymore: Temporal Overworlds

One of the most common criticisms of the first entry in the FFXIII trilogy–named simply Final Fantasy XIII–was that its world and story were overly linear, meaning that the game consisted in a singular path from the beginning to the end of its narrative with very little by way of exploration or divergence from that path. One of JonTron’s most popular video’s, criticizing precisely this aspect of the game, bore the fitting title “Final Hallway XIII” in reference to the game’s severe linearity. So, you might expect that the developers, in crafting a sequel to FFXIII, might compensate for this aspect of the original game by making the sequel substantially less linear, with a variety of different paths and narrative outcomes to explore.

And indeed, less linearity is exactly what we see in FFXIII-2; in fact, the structure of the game’s world and narrative is radically non-linear. What I mean by ‘radically non-linear’ is that, where the worlds of most games tend to be spatially organized, the world of FFXIII-2, at its highest level, is actually structured in terms of time. The player’s main interface with the game is the Historia Crux, a metaphysical space that allows them to access various moments across time–some of which occur in alternate timelines. The Historia Crux is analogous to the ‘world map’, or ‘overworld’, of many other games: the global space that contains all of the various locations to which the player can travel over the course of a game’s narrative. Yet instead of being a broad swath of space, the Historia Crux is a broad swath of time: we could justly call it a temporal overworld in the sense that it fundamentally structures the game’s narrative and locations based on time rather than on space.

historia-crux

The Historia Crux matrix of gates to locations throughout time and timelines.

One might even say that the story of FFXIII is about linearity and non-linearity in narrative. The Historia Crux is made possible by a variety of paradoxes that corrupt time with impossible events following the end of FFXIII‘s narrative, when the goddess Etro intervened to save the player’s party of characters, thereby distorting the flow of history. One way of viewing the goal of FFXIII-2, then, is to travel through time resolving these paradoxes, trying to restore order to the timeline. One might actually see this as a clever response on the part of Square to the linearity criticisms about FFXIII: by resolving paradoxes in FFXIII-2, the player is able to travel to a variety of potential timelines and witness several paradoxical outcomes to the game’s history–yet all of this is done in service of restoring order and linearity to the storyline, ultimately reaching the game’s singular, canonical ending. It’s easy to interpret this as a metaphor for the tension in games between the need for games to present multiple possibilities on the one hand, and the need for games to tell a coherent story on the other hand: for players’ choices to matter in game narrative, multiple outcomes to events must be possible, and yet this increasing variability in the game seems to cut against the grain of a well-articulated story with fixed, carefully arranged events.

So far, so interesting. While I haven’t yet said much at all about the particular content of FFXIII-2‘s story, the form of its world certainly seems like an interesting basis for telling a tale that plays on the special features and constraints of video games as a medium. And it’s worth noting at this juncture that this isn’t a radically new idea: in fact, it picks up on some of the central mechanics and themes of a much older game of Square’s: Chrono Trigger.

traversing-time-in-chrono-trigger

The Epoch’s time-traveling interface in Chrono Trigger.

Though it wasn’t structured around paradoxes, Chrono Trigger did gain fame for its time-travel narrative structure, complete with a wide variety of potential game outcomes depending on choices the player made, when the game’s ultimate enemy (Lavos) was defeated, and so on. Released in 1995, the game was ahead of its time–no pun intended–in the way it built a robust game narrative out of multiple possibilities and timelines for the player to explore. This is the tradition in which FFXIII-2 followed; you can even see echoes of the time-hopping interface of Chrono Trigger’s time machine, the Epoch, in the design of the Historia Crux.

caius-and-yeul

Caius with one of many ill-fated Yeuls.

But FFXIII-2 goes beyond merely elaborating the structure of Chrono Trigger: in the details of its story–or rather, one of its storylines–it makes the game’s time-based narrative deeply poignant in a surprising way. The central antagonist of the game is Caius Ballad, a man who has been made immortal by being endowed with the heart of the goddess Etro–the Heart of Chaos. He is the designated guardian of Yeul, a Seeress with a double-edged gift: the young girl can see the future, but her lifespan shortens each time she does so, causing her to die young, only to be reincarnated thereafter. Thus the immortal Caius, knowledgeable of all time thanks to Yeul’s visions, has also had to watch countless Yeul’s die in his arms, “carving their pain on his heart” every time. Caius’ mission in the game is to kill the goddess Etro, from which time and history flow, in order to end time itself: he only wants to do this in order to end Yeul’s suffering by putting a stop to the cycle of her dying by degrees every time she sees the future.

yeul-and-noel

Noel and a dying Yeul.

On the other hand, we have the protagonist Noel: one of the player’s two characters, who gets wrapped up in a quest to change the future and resolve the timeline. Growing up, he knew both Caius and one incarnation of Yeul; he refused to become Yeul’s guardian when he learned that he had to kill Caius in order to do so. As he travels throughout time, he clashes with Caius and meets numerous other incarnations of Yeul; thus he comes to understand both the fate of Yeul and the pain endured by Caius as Yeul’s companion and protector. In the game’s final battle, Noel confronts Caius and challenges his views about Yeul: though Caius believes Yeul to have been cursed by Etro to die and be reborn countless times, always living a short life, Noel tells Caius that he knows Yeul wanted to come back because she loved Caius and wanted to be with him, time and again.

The closer you look at the story of Noel, Caius, and Yeul in relation to the overall architecture of FFXIII-2‘s narrative and world, the more poignant the story becomes. The very act of the player and Noel progressing through the story and constantly changing the future causes Yeul to have more visions, thereby shortening her life and killing her more quickly; Caius, the game’s final villain, wants Noel to be strong enough to kill him so that, by Caius dying, Etro will die too (since his heart is her heart) and Yeul will be free from seeing history. And as Noel continues in his journey, he comes to understand both Caius and Yeul, all the while unknowingly unwinding the coil of fate to the point where he is strong enough to kill Caius, and Caius forces him to do so. And on top of all this, perhaps most impressively, this narrative perfectly mirrors the act of playing the game: as the player explores and exhausts all the game’s narrative possibilities, she becomes more invested in and knowledgeable about the characters, all the while progressing the story to the point where the game reaches its conclusion, effectively ending the timeline of the game’s world and terminating the player’s interaction with the various timelines. This is a story shockingly rich with layered conceptions of time, sympathy, pathos, and the tension between possibility and fate.

I started out this article by claiming that FFXIII-2 was a game with tragically ironic narrative shortcomings, but thus far I seem to have been describing an incisive, acutely self-aware game with a moving narrative. So where’s the problem? Well, you might have noticed that I said above that Noel is one of the player’s two characters–and it’s the other one of these characters that makes trouble for the game.

Tragedy and Time

In a nutshell, the problem for Final Fantasy XIII-2 is that the story I just related to you above is relegated to the status of a sub-plot: Noel and his cohort are effectively supporting characters in service of the player’s other controllable character, Serah Farron. The game is principally conveyed through her perspective, and her goal–the primary impetus for the game’s overall narrative–is to effectively undo the world and story of Noel, Yeul, and Caius.

serah-and-company

Note here that Noel is backgrounded relative to Serah and Mog the Moogle, and that Serah is the one deciding that the party is ready to go. In these respects, this picture symbolizes pretty much every aspect of the problems I’m pointing out for the game.

Serah is the sister of Lightning, who was a major character in FFXIII and the primary protagonist (and only player character) of Lightning Returns, the last entry in the trilogy. She is engaged to Snow, another key character from the first game that gets downgraded to little more than “Serah’s fiancée” in FFXIII-2 and Lightning Returns. The overarching narrative of FFXIII-2 is that, as the time paradoxes began (following the events of FFXIII), Lightning was effectively erased from history, trapped in Valhalla, the realm where the goddess Etro dwells beyond time. Serah is the only one who remembers Lightning’s presence after the events of XIII-2, due to the paradoxes; Lightning, from Valhalla, sends Noel to join Serah on a journey to fix time, along with Mog, a Moogle who guides Noel and Serah through the world and time.

Personally, Serah doesn’t strike me as a very interesting character–she seems to, for most of the game, have a generally bad time in the style of Sandra Bullock in Gravity, and to be generally two-dimensional besides this–but it’s not especially insightful to critique a character by saying tit isn’t one’s personal cup of tea. I think the more interesting problem with Serah is actually much deeper and harder to forgive than anything like her likability: the problem is that Serah’s epistemic perspective is directed outside of the game’s universe. The entire thrust of Serah’s storyline is that she remembers her sister when no one else does, and wants to restore time to the way she remembers it; in other words, she remembers the events of Final Fantasy XIII, and is trying to reestablish them in a world that is radically different. (Note, as an aside, that this is one of the reasons why it’s so challenging to make sense of the series’ overall consistency: the very premise of time paradoxes in FFXIII-2 effectively undoes many narratively central elements of FFXIII, and similar anti-plot devices bridge the gap between FFXIII-2 and Lightning Returns.) So the primary objective of the game’s narrative, as presented through the lens of its focal character, Serah, is to undo the world of the game by changing history to reinstate the world of the previous game. So Serah’s narrative isn’t simply a “distraction” from Noel, Caius, and Yeul’s narrative: it actually actively disqualifies it as relevant, since that narrative constitutes part of the world that Serah is aiming to undo. Indeed, even when Serah is identified as a Seeress who, like Yeul, can see the future at the cost of her life, this fact that could potentially unify the two narratives seems nevertheless to be something that Serah’s narrative tries to overpower and disqualify: she decides to continue trying to change the future despite the fact that it may cost her life. Thus when Serah does die at the end of the game as a cost of her visions, the death doesn’t beautifully tie her story and fate together with Noel’s–rather, it just puts a final emphasis on the bizarre fact that the game you just played forced you to focus on a player who never wanted to be in the world of the game.

This problem is deep and inescapable because the narrative of FFXIII-2 virtually always focuses on events through Serah’s perspective. This is important to note because there are multiple ways in which games can intermingle good and bad narratives, and these ways bring about different effects in the overall narrative. It’s useful in this regard to contrast FFXIII-2 with the case of Assassin’s Creed III.

The Animus

Desmond and the Animus of Assassin’s Creed.

Again, regulars to the site will know I’ve been harshly critical of ACIII in the past, mostly in virtue of what I see as a baseless use of an alien-like First Civilization dominating and confusing a narrative about Templars fighting with Assassins; I first detailed this in an article comparing the “aliens” of Assassin’s Creed to the “aliens” of Majora’s Mask. Roughly, my gripe against the game is that the imposition of the First Civilization discounts the value of any agency the player appeared to have within the world of the game, thereby undercutting the entire point of having played the game; this is especially clear when Desmond killed with little narrative justification or explanation at the end of ACIII. But it’s crucial in understanding ACIII to note that there are two layers to the narrative: we have Desmond working as an assassin in present time, and we also have him accessing and living out the memories of his ancestors in the past via the Animus. When engaged in the Animus, the broader storyline of Desmond, the First Civilization, etc., largely fade away: instead, we are left with a compelling narrative about a Native American ancestor, Ratonhnhaké:ton, taking part in the American Revolution, becoming an assassin, and undertaking a deeply personal quest for justice.

The key thing to notice about the above ACIII example is that the layered aspect of the narrative, with the Animus interface serving as a barrier between Desmond’s story and Connor’s story, allows us to effectively consider each narrative independently of the other, while still being able to consider them compositely if we so choose. Despite my qualms about the overall game and series, I quite enjoyed Ratonhnhaké:ton’s story in Assassin’s Creed, and the overall narrative structure allowed me to enjoy it without the overarching Desmond narrative severely impeding it. But this isn’t the case in FFXIII, because there is no Animus-like interface between Serah and Noel’s narratives: Serah is the player’s primary conduit to the entirety of the game’s world–the world she wants to undo. Even in the momentous final confrontation between Noel and Caius that I described above, we find Serah collapsed a few yards from them on the beach of Valhalla, being sad and generally having a bad time. We’re trapped in the perspective of someone who doesn’t belong or want to participate in the world in which we as players as participating, and that is the crux of FFXIII‘s failure.

Conclusion: A Tale of Tragic Irony

If you like irony, then there’s a silver lining for you in all this: even though the overall architecture of FFXIII-2 spoiled what could have been a moving and cerebral story, it does leave us with some tragic, dramatic irony in the way that Serah’s narrative interacts with the narrative of Noel, Caius and Yeul. Noel, Caius, and Yeul are deeply enmeshed in a universe rife with paradoxical possibilities and timelines, trying understand the best way to shape their world and each other as they grapple with the complex perspective and sympathies that come with witness life, death, and pain across countless generations and potential timelines; yet all of their struggles to understand and make meaning ultimately depend on the whim of a player whose actions are being filtered through the lens of a girl who has no intrinsic stake in the events or native inhabitants of the world in which she finds herself. This almost recalls classic Greek tragedy in how laughably ironic it is: as characters wrestle with their humanity and universe, their fate rests in the hands of someone whose priorities are entirely elsewhere–literally in a different game.

If there’s any larger takeaway here, I think it’s this: the worlds and metaphysics of video game worlds are integral to the stories of video games, and the characters of games oftentimes relate to the game’s world in different ways. If the characters have different stakes in the world, then the relations between those stakes, along with the weight given to each of those stakes, must be mindfully architected, or else the whole narrative could be thrown out of balance. And, although we might think it obvious, FFXIII-2 shows us how crucial it is that the principal avatar in a game is actually invested in the world of that game. After all, what incentive does a player have to act as an avatar that does not wish to participate in the game’s world?

But, with that, a new chapter is beginning. Here’s hoping that Square learned from its mistakes, and that Final Fantasy XV has a story worth telling. The only way to know for sure is to dive into its world and find out. Or, you could head back here in a few weeks and see what I think of it.

Or both. Both is good.

FFXV Art.jpg

 

From PAX Aus: Horror in Majora’s Mask

With a Terrible Fate is in the process of releasing articles detailing the arguments of our presentation at PAX Australia 2016 on horror storytelling in video games. I’ve already released an article on the horror of Bloodborne, which I discussed at PAX; now, I’m returning to Majora’s Mask to discuss the metaphysical and metaethical details of the game that make it more horrifying than you might first think.

A word of background before we get started: before With a Terrible Fate became a central hub for rigorous video game analysis and theory, I began the site as a project in which I analyzed Majora’s Mask for three months leading up to the release of Majora’s Mask 3D, in an effort to defend my claim that Majora’s Mask is one of the most significant pieces of art in modern times. So, what I say here condenses various theses that I defend at length in that much larger body of work. If you’re interested in reading my comprehensive work on Majora’s Mask, you can find the entire library here. I’ll also link to articles from the library as they become relevant in this article.

With that in mind, let’s return to Termina and talk about what makes it far scarier than Creepypasta, fan videos, Gibdos, or nearly anything else. In keeping with the format of my PAX Aus presentation, I’ll first argue that there is no metaethical grounding for a hero’s quest in Termina. I’ll then turn to the iterative-timeline structure of Link’s journey through Termina, and argue that Termina cannot every truly be saved in the way the game suggests.

skull-kid-and-moon

“Not In Hyrule Anymore”: The Lack of Ethical Grounding in Termina

It might not seem that there should be any question about whether Link is a hero in Majora’s Mask: after all, Legend of Zelda games are quintessential journeys of heroism, defeating evil against great odds. But I contend that special features of Termina deny that Link’s journey is truly good in the way that the journeys of other Links in other Zelda games are. To show this, I’ll first contrast the metaphysical foundation for morality in Hyrule with the lack of such foundation in Termina. I’ll then discuss the purpose of Link’s quest, and the degree to which morality within Termina is treated as a game. By the end of this section, we’ll see that players should be seriously doubtful that they can do anything good or heroic in Termina–and that should scare them. (You can read more about this in my early article on why Majora’s Mask should terrify you.)

triforce

The Triforce.

Perhaps the most recognizable image from the Legend of Zelda series is the Triforce: a sacred object derived from the three Goddesses who created the world of Hyrule. Each of the three triangles represents a different virtue: Power, Wisdom, and Courage. These are the virtues that created the world and that ground its goodness, metaphysically. They are also traditionally represented by the individuals in whom one of the three virtues is manifested: typically Ganondorf (Power), Zelda (Wisdom), and Link (Courage). The harmony of these virtues grounds order in the world and safeguards against chaos.

The heroism of Zelda quests is almost categorically grounded in restoring order to the world by restoring balance to the Triforce. Consider, for instance, the story of Ocarina of Time: Link must take up his fated role as the Hero of Time and bearer of the Triforce of Courage by uniting with Zelda, bearer of the Triforce of Wisdom, in order to defeat Ganondorf, the “Great King of Evil,” thereby preventing him from taking over the world and throwing it into chaos. This is fairly typical of Zelda games: Link’s quest against evil is grounded in restoring order to the Triforce.

The first thing to notice about Majora’s Mask, then, is that there is no mention of the Triforce at all in the game. There is no mention of Link as bearer of the Triforce of Courage, nor is there any “Great King of Evil,” nor–despite this being a “Legend of Zelda” game–is Zelda present at all, except for one flashback of dubious ontological status (you can read more about that problem here). Given that Majora’s Mask is supposed to be the direct sequel to Ocarina of Time, it’s pretty remarkable that the entire metaphysical basis for moral facts in the universe is glaringly absent from Termina.

But of course, you might think that I’m being unfair: after all, the Triforce is the metaethical structure of Hyrule, but we’re in Termina now, not Hyrule. Thus, it’s plausible, you might object, that Termina still has a foundation for moral facts–it’s just not the same foundation as we see in Hyrule-centric Zelda games. Yet I think there are independent reasons to think that this hypothesis doesn’t hold up. To see why, we’ll turn to the purpose of Link’s quest, and the surprising way in which the enigmatic Happy Mask Salesman frames and motivates Link’s time in Termina. (You can read more about the Happy Mask Salesman’s ontology and narrative significance here; you can read about the significance of his two most famous lines in the game here and here.)

Happy Mask Salesman entreating Link

The Salesman sets you on a fetch quest.

It’s easy to forget that Link’s adventure in Termina is initially framed as a fetch quest: when he arrives inside the Clock Tower, the Happy Mask Salesman simply asks Link to retrieve Majora’s Mask for him within three days’ time, since he is only in town for three days. This is the context with which Link ventures out into Clock Town and Termina for the first time. His adventure only becomes a story of fighting evil once he confronts Skull Kid atop the Clock Tower for the first time, “remembers” the Song of Time, and travels back in time, meeting the Happy Mask Salesman inside the Clock Tower for a second time. When Link fails to produce Majora’s Mask, as the Happy Mask Salesman asked, the Salesman flies into a rage, warning Link of what will happen if he fails to recover the Mask. I quote at length:

What have you done to me!!! If you leave my mask out there, something terrible will happen! The mask that was stolen from me… It is called Majora’s Mask. It is an accursed item from legend that is said to have been used by an ancient tribe in its hexing rituals. It is said that an evil and wicked power is bestowed upon the one who wears that mask. According to legend… the troubles caused by Majora’s Mask were so great… the ancient ones, fearing such catastrophe, sealed the mask in shadow forever, preventing its misuse. But now, that tribe from the legend has vanished, so no one really knows the true nature of the mask’s power… …But I feel it. I went to great lengths to get that legendary mask. When I finally had it… I could sense the doom of a dark omen brewing. It was that unwelcome feeling that makes your hair stand on end. And now… that imp has it… I am begging you! You must get that mask back quickly or something horrible will happen!

The Salesman Encourages Link

The Salesman encourages Link and the player.

It’s easy to take the Salesman at face value here, but I think another analysis better explains the data of the overall game and world of Termina: namely, the Salesman is imposing an artifice of morality upon Termina and Majora’s Mask in order to motivate Link and the player to get his mask back for him. For at this point in the game, Link has already failed once to complete the Salesman’s fetch quest; thus it seems reasonable that the Salesman would seek to further motivate Link to complete the task. An easy way to do this is to suggest that the mask is endowed with evil power and thus must be recovered in order to prevent something terrible from happening. Combined with the observation that there is no obvious Triforce-analogue grounding morality within Termina, it seems plausible that the appearance of evil in Majora’s Mask is just that: mere appearance, rather than something evil in a metaphysically deep sense.

Moreover, the Happy Mask Salesman as an entity seems to be in just the right position to impose an “apparent morality” on Termina–this is what I call ‘moral artifice’, or moral dimension that lacks metaphysical grounding in a world, imposed by an external source. For the Happy Mask Salesman himself doesn’t really exist within Termina; rather, I think it makes sense to consider him as metaphysically adjacent to Termina: he exists externally to Termina but is poised to influence and interface with the world in a variety of ways. Inside the Clock Tower, where the Salesman resides, time does not flow, as it does in the rest of Termina. Moreover, it is implied that the Salesman effectively has comprehensive knowledge of Termina–without ever leaving the innards of the Clock Tower, he knows the origin and ontology of every mask Link acquires throughout the game, including masks that Link creates by healing fallen heroes (he describes the origins of these masks in vivid detail if Link speaks to him while wearing the masks). Moreover, he is the one who imparts to Link the Song of Healing, which allows Link to drastically change the structure of Termina by converting spirits into masks. This is the song that is described as healing “evil and troubled spirits”–again, the concept of evil is fundamentally introduced into the game by the Happy Mask Salesman. So it seems that even when we see evil at work in Termina, this is only the case because the Salesman is coloring the world this way for us. Again, there is no Triforce or heroic destiny guiding us here–we are left with only the guidance of a disarmingly smiling Salesman in pursuit of a fetch quest.

Majoras Wrath

The final confrontation against Majora’s Forms.

It’s worth noting, too, that when morality is introduced to Termina via moral artifice, it seems to center on the entity of ‘Majora’: the Salesman refers to an evil possessing Majora’s Mask, and the various putatively evil forms in the game–Majora’s Mask, Majora’s Incarnation, Majora’s Wrath, and the masks sealing away Termina’s four giant–all derive their apparent relation to Majora. When Link obtains the Fierce Deity’s Mask, too (discussed further below), the game asks whether “this mask’s dark powers could be as bad as Majora” (emphasis mine), again deriving moral valence from the mask’s relation to Majora. But notice that it’s not at all clear in the game exactly who or what Majora is: Link only ever confronts various forms derived from from Majora (Majora’s Mask, Incarnation, and Wrath), and the Salesman never says outright what Majora is. One virtue of the theory outlined above is that it gives us the resources to explain what Majora is: on my view, Majora is just identical with the concept of evil that the Salesman has imposed upon Termina. This makes sense when we consider other references to evil and to the impact of Majora on the world of Termina: in every corner of the world, we see that Majora has effected “evil” by distorting the natural order of things–a swamp is poisoned; a mountain in trapped in endless winter; an ocean is clouded and storm-ridden; and a desert is corrupted by lingering spirits and death. We can analyze these effects by saying that Majora, as the concept of evil, is distorting the universe of Termina, because Termina is a world that does not support moral facts or reality: by trying to impose morality upon Termina, the Salesman is distorting the very foundations of the world. (You can read more about Majora as Termina’s concept of evil here.)

If the above metaphysical considerations haven’t convinced you that there’s no basis for morality within Termina, then I invite you, lastly, to consider how the game treats morality in its ultimate confrontation: Majora’s Forms versus the Fierce Deity. Though the player needn’t acquire and use the Fierce Deity’s Mask to defeat Majora’s Forms, the game implies that this is the “proper” way to complete the narrative: the Mask is only available once the player has acquired all other masks in the game, at which point they must give those masks away to the various Moon Children with whom Link can play hide-and-seek before facing Majora’s Forms. At that point, Link can speak to the Moon Child wearing Majora’s Mask, who, noting that Link doesn’t have any masks left, says that they can instead play “good guys against bad guys,” and tells Link that Link is the bad guy in the game. He gives Link the Fierce Deity’s Mask, which, again, is described as a mask with dark powers that could be as bad as Majora.

Fierce Deity's Mask

Link receiving the Fierce Deity’s Mask.

In the final confrontation of the game, Link isn’t framed as a destined hero battling the Great King of Evil: he’s framed as a child playing the role of a villain in a game of good-and-evil. Moreover, the Fierce Deity’s Mask effectively turns the game’s final boss fight into “child’s play”: Majora’s Forms as frankly pathetic when faced with the Fierce Deity’s Mask, and it is trivial for the player to massacre a final boss that is quite challenging when faced without the Fierce Deity’s Mask. So the final battle isn’t a moment of heroism; rather, it’s a game in which Link takes on a mercilessly evil role. If we think that good and evil really have a metaphysical basis in Termina, it’s not clear how to make sense of this confrontation, nor is it clear how to make sense of Link’s relationship to the Fierce Deity’s Mask more generally; on the other hand, armed with our thesis that Termina lacks real moral grounding, this final battle is a poignant accent on the fact that the universe refuses to acknowledge Link and the player’s quest as morally significant.

If we accept the above arguments, then I think we already have ample reason to see Majora’s Mask as deeply horrifying, especially when we consider the game’s status as the sequel to Ocarina of Time. The player, having defeated the evil Ganondorf on Link the Hero’s destined quest in Ocarina, expects the same sort of heroism and triumph of goodness over evil in Majora’s Mask. The Happy Mask Salesman even assures them that they are right to expect this sort of heroism and goodness in their quest–he does this by imposing a moral artifice upon the world of Termina for the player and Link. Yet, over the course of the game, the player slowly discovers that there is no moral foundation for Link’s quest: there is no Triforce, no heroism, and no reason to believe that Link is doing something inherently good in his quest. And so the player is forced to confront the question: just what is the purpose of Link’s quest, as he goes to such lengths to fetch a mask for a Mask Salesman? The more the player looks for an ethical justification in Termina, the more it eludes her–and the loss of this basis for Link’s quest is a fearsome thing indeed.

In fact–despite this view being “against Zelda canon”–I think the scariest thing to emerge from this metaethical analysis is the implication that the Link of Majora’s Mask isn’t the same Hero of Time whom we encountered in Ocarina of Time. This strikes me as the best explanation of Majora-Link’s not possessing the Triforce of Courage, of ultimately donning the form of a dark god (the Fierce Deity), and generally bearing no relation to destiny in the way that Ocarina-Link did (you can read more about this here, and about how Majora Mask’s flashback to Zelda fits into this analysis here). So on my view, the deepest horror to be found here is just this: the player steps into Majora’s Mask expecting a classic tale of Zelda heroism, and slowly discovers that they literally aren’t controlling the hero that they thought they were. It is this profound alienation that makes the playing of Majora’s Mask a terrifying experience.

The Terminal Metaphysics of Termina: Majora’s Mask and the World that Can’t be Saved

Even if we agree that there’s no foundation for morality within Termina, we might still think that the player and Link can achieve something meaningful by “saving” Termina from the moon falling on Clock Town and the rest of the world. However, I think that trying to make sense of the game in this way just invites further horror, as we discover that Termina isn’t the kind of world that can be saved: rather, it is a world that is fundamentally doomed, and Link cannot change this fact. I’ll defend this claim in three parts: first, I’ll argue that Termina depends on Link for its existence; then, I’ll argue that Termina is constrained to three-day timelines; lastly, I’ll argue that the timelines of Termina are endlessly iterative. From these arguments, a picture emerges of Termina as a world that truly is Termina: though Link can participate in the world, he cannot save it from its doomed state.

MikausGrave

Termina is a strikingly unusual video game world, and only because time in the world constantly counts down towards the apocalypse: events in Termina also happen in an unusual way. The best way to see this is to consider the puzzle of the Zora hero Mikau, who tragically dies during the course of the game (I case that I explore in detail here). When Link arrives at the Great Bay, he sees Mikau dying in the water: the player must bring him to shore and use the Song of Healing to convert his spirit into a mask as he dies–and then Link buries him, in one of the most poignant and jarring moments of the series. There are many things to say about this moment, and I’ve written much about it in the past; for our purposes, however, we just need to think about one surprising puzzle that emerges from this event: what was the status of Mikau in timelines before Link arrived at the Great Bay? By the time Link arrives at Great Bay, he has already traveled through multiple three-day cycles of Termina; presumably, we would want to say that Mikau still existed in those timelines prior to Link discovering him in the water. Yet the state in which Mikau existed in these prior timelines is not at all clear. Certainly he is not dead: he only dies once Link encounters him. Yet it also doesn’t seem quite right to say Mikau is alive and well in previous timelines, for he dies as soon as Link encounters him: we know he is dying and can’t survive the three days. So it seems as if we have to say that he is in an indeterminate state of being neither dead nor alive, but rather in a state of dying, suspended there until Link encounters him and he truly dies.

I think the conclusion to which considerations such as the above lead us is that the world of Termina actually depends on Link encountering it in order to exist. Beyond Mikau, we can also see (for example) that time doesn’t actually pass in Termina except when Link is there: when he enters the inside of the Clock Tower, time in Termina freezes until he exits into Clock Town. Generally speaking, the progression and instantiation of events in Termina do not proceed without Link. If you like, it wouldn’t be far off the mark to say that Termina is “solipsistic” with regards to Link.

The existential dependence of Termina on Link doesn’t alone simply anything obvious about whether or not Termina can be saved; however, a clearer and scarier picture of these implications emerges when we consider this dependence relation together with the iterative-timeline metaphysics of Majora’s Mask. 

Link falling through time

Link bringing about a new timeline in Termina.

It seems clear to me that Link and the player progress through the game’s storyline by instantiating new timelines each time he plays the Song of Time. I detail this argument here, but the general thought is just this: Link clearly doesn’t reset the universe of Termina each time he plays the Song of Time, as various states of affairs throughout the world can change each time. Mikau, again, is an example: once Link sees Mikau die, he does not appear again even after Link plays the Song of Time. Link also retains the masks he acquires even when he plays the Song of Time. Thus I think that the best explanation of the Song of Time is that it allows Link to effectively abandon the timeline of Termina in which he’s currently situated, and travel to a new timeline that is linked to the most recently abandoned timeline by what I call ‘temporal afterimages’–metaphysical remnants of earlier, alternate timelines. As an aside: this notion of temporal afterimagery, I think, has broader applicability in the series: even when Link alters time, the inhabitants of whatever new timeline he brings about seem to have “remnant” memories of previous timelines; again, the Zelda flashback in Majora’s Mask is a prime example of this.

With a metaphysical picture in view of Link’s journey through Termina as bringing about increasingly more timelines as the game progresses, we can better understand the implications of Termina’s existential dependence on Link: Link only ever encounters Termina as three-day timelines, bounded by his arrival on one hand and the apocalypse on the other hand; thus, if Termina’s existence really does depend on Link, then Termina itself seems metaphysically constrained to Link’s arrival and its apocalypse. There seems to be no broader existence of the world that Link can fight to preserve.

But, you might now object, this is clearly false: if you beat the game, then we very clearly see that Link has saved Termina, once and for all; thus, there is a greater existence to the world that Link can fight to preserve. Yet I think we have every reason to doubt this, and to take this ending to the game instead as a case of unreliable narration (about which you can read in more detail here). For one thing, the ending doesn’t make much sense with regard to the overall narrative. We know that Link cannot save everyone in Termina over the course of a single timeline, yet the ending “victory” scene of the game implies this sort of success, with everyone in the world happy. And, even more pressingly, the game itself implies that the perpetuation of doomed Termina timelines persists after the end of the game. We can see this because there are certain events that the player can only bring about after she instantiates a new timeline in Termina after beating the game. For example, one of the functions of the Fierce Deity’s Mask is to allow Link to transform into the Fierce Deity during the four Giant boss battles in the game; and, since Link only gets the Fierce Deity’s Mask during the final battle of the game, he must go back and bring about another doomed timeline to use the mask in this way. Notice how starkly the above vision of Termina contrasts with the world of Ocarina of Time: it is not possible to “continue” in Hyrule after defeating Ganon; the game simply proclaims that the game has ended, and, if the player reloads her save file, she returns to wherever her last save was before defeating Ganon. Termina could just as easily “conclude” if Link were able to really save it; yet the very fact that the player can return to Termina and bring about further doomed timelines even after beating Majora’s Forms suggests that there is no way to truly overcome Termina’s doomed fate.

Though we might initially trust the game in telling us that Link can save Termina, the metaphysics of the world tell us otherwise: beyond the metaethical nihilism of the world, it is not even possible for Link to end the apocalyptic timeline cycle of the world. Termina, as the name suggests, is inherently terminal: it should fill the player with horror to realize that they are engaged in a Sisyphean struggle to save a world that literally cannot be saved.

Conclusion

As we reflect on the overall horror of Majora’s Mask, it’s useful to contrast Kaepora Gaebora, the owl and sage whom Link encounter in Ocarina of Time, with Kaepora Gaebora, the owl whom Link encounters in Majora’s Mask (I study the owl in more detail here). In Ocarina, Kaepora Gaebora is a manifestation of the sage Rauru, who guides Link on his quest to defeat Ganondorf. Kaepora Gaebora inundates Link with the message that he is the Hero of Time, and that it is his destiny to travel through time to defeat Ganondorf. He repeatedly emphasizes what I said above: the Link of Ocarina is an agent of goodness and courage who will ultimately save Hyrule.

Kaepora Gaebora in Woodfall

The Kaepora Gaebora of Majora’s Mask is virtually antithetical to his Ocarina of Time counterpart. He constantly treats Link as an intruder in a world that he describes as “destined to fade,” and offers to help Link only if he has “the courage and determination to proceed in the face of destiny.” Rather than Link being destined to save the world, Link is fighting to save a world that is designed to be destroyed. This in essence, captures the horror of Majora’s Mask: at every turn, the player expects to be able to do the right thing, and to save the world; yet, at every turn, the game denies the player the ability to find any moral justification for her actions, along with any possibility of truly saving the world. Without this foundation for making meaning out of Link’s journey, the player is left to make up some form of alternative meaning for the journey through Majora’s Mask. If you read my full analysis, you’ll see that I actually do think this is possible, and that the player can ultimately be a positive and meaningful force in the world of the game–but this is only possible once she overcomes the initial horror of the game, a horror which you’d be hard-pressed to overstate.

"Majora's Mask"

The Philosophical Justification for FromSoftware’s DLC

Regulars to With a Terrible Fate know that I tend to be skeptical of the potential for justifying add-on video game content as artistically valuable to the video game experience. For example, even though I ultimately argued that Nintendo’s amiibo are philosophically justifiable, I rejected many of the typical reasons why someone might think amiibo are valuable. So, when it comes to DLC (“downloadable content”), you probably won’t be surprised to hear that I’ve historically been extremely skeptical of its value as well. Like many others, I’ve feared that DLC makes it all too easy for developers to release games that are, in one way or another, incomplete, and then compel the player to complete the game by paying for additional content later on.

However, as is often the case, FromSoftware, the studio behind Dark Souls and Bloodborne (among other games), has challenged my assumptions about game development. In this article, I’m going to discuss two cases of FromSoftware’s DLC that I take to be imminently justified as aesthetically valuable additions to their parent games: Dark Souls 3‘s “Ashes of Ariandel” and Bloodborne‘s “The Old Hunters.” First, I’ll outline what I take to be the general dilemma that makes DLC so difficult to justify as a supplementary work of art. I’ll apply this dilemma to System Rift, the recent DLC for Deus Ex: Mankind Divided, to show how it helps to explain why DLC fails when it does. Then, I’ll argue that our two test cases solve the dilemma facing DLC in surprising and informative ways.

DLC and The Completeness Dilemma

To begin, we need to be more precise with how we’re defining ‘DLC’. After all, all sorts of material could potentially fit the broad label of “downloadable content”–for example, extra weaponry, bonus outfits for avatars, extra songs for a game’s soundtrack, and so on. In this article, I’m only concerned with DLC that purports to extend the narrative of a video game. Granted, that’s a rather broad definition, and I’m not going to try to provide a full analysis of ‘narrative’ for the purposes of this article. However, our intuitions should give us a good idea of what I’m talking about here: these days, many story-rich games feature DLC that “adds on” to the story of the main game by adding a new plot line, either in an old area of the game’s world or in a new area of the game’s world created just for that DLC. Think of DLCs like Skyrim‘s Dawnguard and Dragonborn, or Dishonored‘s The Knife of Dunwall and The Brigmore Witches. These are all examples of the type of DLC I have in mind.

Why focus this particular type of DLC? As I’ve argued from the start of With a Terrible Fate onward, I believe that video games as a medium facilitate new, robust forms of narrative that wouldn’t be possible in other media. In light of this, I think it’s especially interesting to see what implications DLC has for video games specifically as a vehicle for storytelling. And indeed, I will aim to show here that DLC does have interesting implications and insights regarding the nature of storytelling in video games.

Before we dive into any concrete examples of DLC, I think it’s fairly easy to notice a problem for DLC on the level of pure theory. I call this problem ‘the completeness dilemma’, and the dilemma goes like this: for DLC to be possible, it must be possible to extend the narrative of the main video game to which the DLC is appended. However, video games, as a narrative art form, already have a complete world with a full story that has a beginning, middle, and end. So, for the narrative of a video game to be “extendable,” it stands to reason that the original game’s narrative must, in some sense, be incomplete. And so the completeness dilemma is that either a video game’s narrative is complete, in which case DLC for the game is impossible, or else DLC for the video game is possible, but the original video game’s narrative was incomplete.

There are two qualifications I have to make immediately about this dilemma, both of which have to do with exactly what I mean by “complete” and “incomplete.” As written, the dilemma might strike readers as wildly implausible. After all, you might say, countless narratives, in video games and in other media, have sequels, which would also seem theoretically impossible by the above logic. So something must be wrong with the above analysis.

I actually think there probably are substantive theoretical problems for sequels/prequels/etc. based on the above logic, but I’ll set those aside for now because I do think the completeness dilemma for DLC is a different issue than any problems that arise for sequels. The key is that DLC “extends” the narrative of a video game in a different way than a sequel “extends” the narrative. Broadly speaking, sequels tend to tell an entirely new narrative that takes the former game’s narrative as a starting point, whereas DLC tries to enrich a game’s narrative by adding other events that are coextensive with and subordinate to that game’s narrative. This makes sense when you think of DLC as “add-on content”: rather than telling a whole new story, like a sequel would, DLC “adds on” to a game’s narrative, aiming to supplement it with “more” story. So, for example, a DLC might add a storyline that happens during the events of a game’s main story, but that involves different characters than the main game’s avatar. This was the case with Dishonored‘s DLC, which had its own problems as a result. Or, alternatively, DLC might add a new episode that doesn’t strictly speaking occur at the same time as the events of the main game, but that nonetheless coherently fits as a constituent of the main game’s narrative. This is something like what Deus Ex: Mankind Divided just did with their System Rift DLC, which effectively folds a new “chapter” into the main game’s narrative of Adam Jensen trying to uncover details of a global, augmentation-related conspiracy. So the first crucial qualification to the completeness dilemma is that I’m talking about “completeness” in the sense that the self-contained narrative of a game is internally complete: more precisely, its various narrative constituents are more-or-less coherent with one another, and adding substantially more narrative would interfere with that coherency. This measure of completeness has no bearing on the justifiability of sequels to games.

The second qualification to make about the incompleteness dilemma is that this dilemma is largely grounded in the somewhat unintuitive way that the worlds of video games operate as narrative elements. I’ve argued previously that the worlds of video games are fundamentally designed to respond to the avatar in various ways, depending on player choices. This might seem obvious and trivial, but the result is that the ontology of video game worlds functions to create the game’s narrative. And if a designer has created a world that functions to create the narrative of a game, it isn’t at all clear how you could just “add on” more story or more world in order to extend that narrative. Indeed, doing so, one might think, would completely disrupt the ontology of the game’s world. This is the metaphysical basis for the completeness dilemma; once we see this basis, I think the dilemma itself becomes much more plausible.

Deus ExSystem Rift and The Completeness Dilemma

Beyond purely theoretical considerations, many concrete instances of DLC bear the hypothesis out: a large amount of DLC seems unsatisfying, and I think the reason for this lack of satisfaction just is the completeness dilemma in many cases. To take just one example, let’s look at System Rift, the Deus Ex: Mankind Divided DLC that I mentioned above. In broad strokes, Mankind Divided follows Adam Jensen, the protagonist of the earlier Deus Ex: Human Revolution, as he tries to mitigate rising tensions between the augmented and non-augmented in a world of human-augmentation-through-biotechnology. The main thread of the game’s plot is Jensen’s mission to uncover a secret, powerful group of people, the Illuminati, controlling and orchestrating the course of events at a global scale. At the end of the main game, while Jensen has successfully thwarted a major terrorist, he is left with most of the same questions about the shadow organization he’s been hunting for the entire game. The DLC then picks up with Jensen getting a request from an old colleague (from Human Revolution), Francis Pritchard, to help him infiltrate a major data storage bank, Palisade Blades. Though Pritchard has his own motives for wanting to infiltrate Blades, he also motivates Jensen to help him by pointing out that Jensen could well be able to uncover more information about the Illuminati while inside the facility–indeed, the DLC’s ad campaign actually motivated people to purchase the DLC for this same reason (i.e. finding out more about the Illuminati).

Without diving into too much depth about System Rift, we can pick out two overarching problems with the DLC that the completeness dilemma allows us to explain. The first problem is the selling point of the DLC’s story: uncovering more about the shadow organization that Jensen has been hunting all long. Many people reviewing the DLC have commented in one way or another that the story wasn’t especially satisfying; with our theoretical framework in the background, we can make this complaint more precise and understand just why the story isn’t satisfying. The DLC is predicated on getting answers about an organization that, throughout the first game, Jensen never really fully identified or confronted; in this respect, the main narrative force of the DLC explicitly directs players’ attention to the fact that the main game was incomplete in terms of uncovering the Illuminati. But Eidos Montreal (the developer behind Deus Ex: Human Revolution, Mankind Divided, and the DLC) put themselves in a difficult situation, because they also couldn’t provide in the DLC the real answers about the Illuminati that were missing from the main game: to do so would be to effectively treat the DLC as a resolution to the main game’s narrative, and that would imply that the main game had been “missing” an ending all along–meaning players had to pay extra for the ending. As a result of the above theoretical constraints, Eidos Montreal was effectively forced to make the DLC’s answers to questions about the Illuminati minimal: though Jensen and Pitchard discovered a little about Stanton Dowd’s involvement in the organization, there wasn’t much substantive information to be had.

Of course, if a player is familiar with the broader Deus Ex series, she will know more about the Illuminati based on the earlier Deus Ex games that (confusingly enough) take place in the future relative to Mankind Divided, but this doesn’t change the facts-of-the-matter in terms of what information Mankind Divided and its DLC promise and come short of delivering. The upshot here, I think, is that Eidos Montreal probably intends to make another full Deus Ex game more directly confronting the Illuminati–as we saw above, to have any such direct confrontation in any Mankind Divided DLC would just further compromise the completeness of the main game. But the result is that the DLC feels unsatisfying and unjustified.

I said above that there were two overarching problems with System Rift that the completeness dilemma could help us explain. The first, then, was simply that the story is unsatisfying; the second is that there are continuity problems owing to the fact that the DLC is more of a stand-alone mini-game than it is an add-on to Mankind Divided. By this I mean that none of the actions of the player in the main game has any impact on System Rift–in fact, you can even play System Rift before playing Mankind Divided, though the game warns you that you may spoil some of the main game by doing so. So, despite the game being billed as Mankind Divided DLC, it really ends up being a separable narrative. The most compelling way to recognize this is to notice that none of Jensen’s augmentations carries over from the main game to the DLC: this implies that you’re playing two different versions of Jensen, meaning that the main game and DLC actually can’t exist as part of the same reality (unless you hold a view claiming something like multiple iterations of Jensen exist in the same world and have the same relationships with other people, which strikes me as wildly implausible).

Now, there are real issues with continuity across multiple games in the same series more generally, and it might sound like those are the issues I’m talking about in this case. But again, I’m containing my critique here to focus solely on DLC. There may well be a way to make reasonable sense of multiple games in a series even if a player’s choices don’t carry over between subsequent entries in the series (but see this article on Final Fantasy VII for the serious theoretical challenges that such an explanation would need to overcome), but the problem for DLCs would remain as a result of the completion dilemma. Recall that the whole thrust of DLC is that it extends a game’s narrative; in order to do this, it seems to be a minimal prerequisite that the DLC and main game occur in the same reality, unless there are compelling science-fiction reasons why they don’t (e.g., BioShock Infinite and its Buried at Sea DLC). This might seem obvious, but it points to the heart of what makes crafting effective DLC so difficult: DLC bears the burden of staying in the same reality as the main game while also justifying why its narrative content did not exist as a part of the main game. This is just another formulation of the completeness dilemma.

I should say in closing here that I quite enjoyed Deus Ex: Mankind Divided, and there are plenty of theoretically interesting things to say about the game in a positive light–indeed, I plan to write more on it in the future (and you can read my work on Human Revolution here). My aim here was just to show that the completeness dilemma allows us to understand many of the reasons why DLC tends to fail, along with why it’s so hard for them to succeed in the first place. I encourage readers to take their own least-favorite DLC and see whether this framework can shed light on why it doesn’t work.

The other reason why I dwelled so long on how and why DLC fails is because I think appreciating the extent of the difficulties facing DLC makes us that much more impressed when DLC manages to succeed. I turn to two such examples, Ashes of Ariandel and The Old Hunters, next.

FromSoftware and Ontologically Sound DLC

We’ve seen that DLC, in order to be justified as part of a game’s narrative, must somehow find a way to overcome the completeness dilemma: either a video game’s narrative is complete, in which case DLC for the game is impossible, or else DLC for the video game is possible, but the original video game’s narrative was incomplete. I argue here that FromSoftware has recently released two pieces of DLC that found ways to avoid this dilemma, and that the ways these DLCs avoid the dilemma give us insight into what makes for a sound ontology for DLC and its world. I’ll first look at narrative of imposition found in the recently released Dark Souls 3 DLC, Ashes of Ariandel, and then I’ll go a bit further back in time to discuss the narrative of curiosity found in Bloodborne‘s DLC, The Old Hunters. What we’ll ultimately see is that the key to these DLCs avoiding the completeness dilemma is that they make their status as DLC, along with the player’s choice to purchase and play the DLC, narratively significant.

Ashes of Ariandel begins with an invitation for the player and her avatar to enter a new world and take on a new mission: Slave Knight Gael, prostrate on the ground of the Cleansing Chapel, enjoins you to show the Painted World of Ariandel flame in order to cleanse away its rot. The player is given the choice to either accept or reject this request; only once you accept will your avatar touch a scrap of painting and be sucked into Ariandel.

sister-friede-dark-souls-dlc

Sister Friede warns you to turn back.

This opening interaction with Gael sets the tone for the entire narrative of the DLC: the game constantly requires the player to reaffirm her choice to take on this alternative mission in Ariandel. When the player and her character first meet Sister Friede, who presides over the Forlorn members of the world (and thus, in one sense at least, presides over the world), she asks the player’s character to leave Ariandel, explicitly pointing out the bonfire next to her as a method of doing so: “Lord of Hollows,” she says, “I know not the missteps which led thee to this painted world. But thy duty is all, and thy duty lieth elsewhere. Return from whence thou cam’st. I presume it is visible to thee? The bonfire here, in this room. A meek and faded thing, but ’twill guide thee nonetheless.” Sir Vilhelm, a knight apparently in Sister Friede’s service, warns the player’s character to heed Friede’s words as well. If the

Sir Vilhelm.jpg

Sir Vilhelm warns you to turn back.

player instead chooses to press onward in the world of Ariandel, Vilhelm eventually confronts and attempts to kill the player’s character, deriding the character as he attacks: “I’ve seen your kind,” he says, “time and time again. Every fleeing man must be caught. Every secret must be unearthed. Such is the conceit of the self-proclaimed seeker of truth.” If the player goes still further, she ultimately returns to the Ariandel Chapel where Sister Friede sits; Friede speaks to the player’s character again: “Be forewarned, eager Ash,” she says, “Should this world wither and rot, even then would Ariandel remain our home. Leave us be, Ashen One. Thou’rt the Lord of Londor, and have thine own subjects to guide.” Ultimately, if the player chooses to continue, she encounters Father Ariandel, in chains in a vast room with vaulted ceilings just beyond Sister Friede. Entering the room does not trigger a cutscene or a battle. Instead, the player must walk her character all the way across the room to Father Ariandel and speak to him; only then does a cutscene initiate, followed by a battle (actually, several) against him and Sister Friede. If Sister Friede kills the player’s character during the fight, she tells the character to “Return from whence thou cam’st, for that is thy place of belonging.”

approaching-father-ariandel

The approach to Father Ariandel. You can still avoid fighting him at this point.

I describe all these moments from the DLC in such detail simply to make the point that the DLC figuratively beats the player over the head with the theme that she doesn’t belong in this world, this isn’t the proper quest or duty of the player’s character, and she should leave. The theme of this DLC’s narrative, if you do choose to play it all the way through, is that you are imposing yourself and your character upon a world and mission that don’t rightfully belong to you. The player cannot credibly claim that she just stumbled into the storyline, or that she just had to go along with the plot line: the DLC begins with a conscious choice to take up a new mission in a new world, and you have to constantly ignore and kill NPCs in order to finish the DLC.

What does this narrative of imposition have to do with the problem of completeness and Ashes of Ariandel‘s success as DLC? I claim that this narrative avoids the problem of completeness by, in a certain sense, “making narrative” the fact that the story is DLC and that the player chose to purchase and play it. To understand what I mean by this, step back for a moment and consider what it means for the player of a game like Dark Souls (or any other game) to purchase DLC for the game. Regardless of the player’s more peculiar, individual motives for purchasing the DLC, it’s fair to say that anyone purchasing the DLC wants something “more” than the main game, whether that’s more plot, more characters, more world, or what have you. But there’s something not quite rational about this desire on the part of the player: certainly players want to play games that are well designed and that contain complete, coherent narratives; yet at the same time, these players are eager for “more” in the form of DLC.

Returning now to the case at hand, the crucial feature of Ashes of Ariandel is that the game’s narrative reflects the player’s decision to play it. The player is trying to take a character that was designed for a specific, internally coherent quest, one that endlessly cycles with different possible endings, and put that character in  new environment that, by definition, could not have been a part of that original quest. The avatar, mirroring the player, is leaving its preordained, destined quest as an Ashen One (Sister Friede presupposes the Ashen One’s destiny as the Lord of Hollows, but the argument holds even if the Ashen One chooses a different path through the game) to instead take on an entirely different mission in an entirely different world–a world contained within an entirely different work of art (i.e. a scrap of a painting). Many pieces of the NPCs’ dialogue could be directed to the player just as accurately as to the player’s character: the player of DLC should hear herself reflected in Vilhelm’s words that “Every fleeing man must be caught [and every] secret must be unearthed,” and should recognize that she really is, as Friede says, going out of her way to walk her character through a world not at all related to that character’s initial purpose or design. This union of player and avatar, together with the union of the narrative and its status as DLC, culminates in the long walk down the hall to Father Ariandel: if the player has all been paying attention to the game, she should be acutely aware of the fact that she is choosing, throughout the entirety of the DLC, to disregard the vast majority of voices telling her to turn back.

So FromSoftware avoids the completeness dilemma in Ashes of Ariandel by turning the tables on the player: recognizing the player as part of the game’s narrative (which I have argued many times is the case in all game narratives, whether or not the game is self-consciously concerned with that fact), the DLC tells the story of a world that doesn’t claim to have anything to do with the narrative of the main game, and of a character who decided to ignore their real quest to instead, for want of a better word, invade a totally different world. In other words, FromSoftware avoids the completeness dilemma by pointing out that the player has chosen to purchase and play DLC in spite of the completeness dilemma.

Moreover, FromSoftware seems to have generally recognized the above method as a reliable way to develop aesthetically justifiable DLC. Turning to Bloodborne’s DLC, The Old Hunters, we can see that same method alive and well–but, typical of an adept storyteller, FromSoftware has altered the precise execution of the method to better fit with the themes and broader metaphysics of Bloodborne.

Bloodborne DLC

 

I can’t say enough positive things about Bloodborne, and if you’ve read my earlier work on the game then you know some of the reasons why I think it’s so philosophically rich, in the sense of rigorous metaphysical and epistemic themes and explorations. If you know my earlier work on the game, then you also probably won’t be surprised to learn that I was extremely skeptical when DLC was announced for the game. I thought (and still think) that the main narrative of Bloodborne is practically perfect in terms of internal coherence as a cyclical narrative, in which, no matter which ending the player chooses, they can never truly escape the dream of Bloodborne, nor can they learn whatever truth (if any) lies outside that dream. This was the reason why I continue to hope that Bloodborne never has a sequel, and it was the reason why I doubted that any DLC for the game could truly be justified. However, much like Ashes of AriandelThe Old Hunters challenged my expectations by making narrative the facts that it was DLC and that I as a player had chosen to play it; the difference was that, whereas Ashes of Ariandel crafted this narrative in terms of imposition, invasion, and shirking duty, The Old Hunters crafted it in terms of curiosity and the limits of our understanding.

The Old Hunters takes place inside The Hunter’s Nightmare, a previously unaccessible part of Bloodborne‘s world which the player can access by acquiring an Eye of a Blood-Drunk Hunter from a Messenger and using it to apparently lure an Amygdala into grabbing the player’s character and transporting it to the Nightmare. Once there, the player is able to unravel a variety of secrets about the origins of the Healing Church of Bloodborne‘s world: she witnesses the hideous beast that Ludwig, the Church’s first hunter, became; she sees the results of the Church’s covert (largely failed) experiments to transform humans into Kin of the Great Ones (the ethereal beings that exist at the edge of human comprehension and are largely responsible for the madness that infects Bloodborne); and she encounters a dead Kos, a Great One whose appearance apparently mutated the inhabitants of a seaside Fishing Hamlet, destroying their sanity in the process.

The Hunter’s Nightmare is a realm for hunters who have been driven insane; the player and her avatar are guided through it by the one remaining hunter with some apparent sanity, Simon the Harrowed. At the beginning of the Nightmare, he warns the player’s character to turn back, “Unless, you’ve something of an interest in Nightmares?” The player can choose to either respond that “I’ve no interest” or else that “Nightmares are fascinating,” and it is only in the latter case that Simon continues to guide the player through the DLC (though the player can of course progress on her own). Simon thus sets the tone of the DLC, albeit perhaps more subtly than the characters of Ashes of Ariandel did: only the curious player has any purpose being here.

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The player’s character investigates Lady Maria’s corpse.

So, if the player chooses to continue in the DLC, it’s fair for the narrative to assume the player is curious: and indeed, the DLC punishes the player precisely for being curious, most notably in two specific instances. First, after seeing the Church’s experimentation facility, the player encounters an apparently dead hunter slumped in a chair at the far end of a clock tower: this is Lady Maria of the Astral Clocktower. The introduction to this boss fight is notably similar to the introduction to the Sister Friede/Father Ariandel boss fight: in both cases, the player must approach the boss

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Brador, the Church’s assassin, imprisoned.

from the other side of a long room and choose to interact with the boss before the fight actually begins. In Maria’s case, the player’s character must inspect her corpse, after which she rises from the chair and says that “A corpse… should be left well alone.” She continues: “Oh, I know very well. How the secrets beckon so sweetly,” concluding to the player’s character that “Only an honest death will cure you now. Liberate you, from your wild curiosity.” Later, as the player investigates the Fishing Hamlet, an imprisoned  Church assassin named Brador periodically invades and attempts to kill her character. Whenever Brador kills the player’s character, he proclaims that “Unending death awaits those who pry into the unknown.” Both Lady Maria and Brador reinforce the narrative of the Nightmare as the player’s tortured attempt to proceed through countless deaths and eventually satisfy her curiosity for secrets that don’t want to be uncovered.

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The Orphan of Kos, having just emerged from a deceased Kos.

In a very broad sense, The Old Hunters justifies its DLC in the same way that Ashes of Ariandel does: it tells the story of the player and her avatar trying to get something out of the game that they shouldn’t rationally expect the game to provide. But, as I said before, the details of how they tell this story are different because the narratives of Dark Souls 3 and Bloodborne are wildly different animals. In The Old Hunters, the narrative reflects the player’s desire to answer the game’s unanswered questions, combined with the overarching Bloodborne theme that the answers you seek often lie outside of your epistemic capabilities. The DLC does this in a tricky way: it promises that the Hunter’s Nightmare holds secrets to uncover, but what little the player uncovers only leads to further questions, showing that very little of the original curiosity has actually been satisfied and very few explanations provided by the DLC have been adequate. The DLC pretty obviously shows a connection between Lady Maria and the animated Doll who guides the player through the main game: the characters look the same, have the same voice actor (Evetta Muradasilova), and, once the player kills Lady Maria, the Doll exclaims that she feels liberated in some way. Yet the exact nature of the relationships between these characters is left unexplained. The exact relationships between the various, titular “old hunters” are left unexplained. And, most pointedly, the DLC ends with a battle against a Great One, one of the beings whose very existence is beyond the pale of human comprehension. The ending in particular points to the fact that, even if the player were able to parse out the entire history of the hunters and the Healing Church from the vague hints of the DLC, they would still have gone precisely no distance towards truly understanding the otherworldly Great Ones, the ultimate grounds of Bloodborne‘s horror and narrative force. So the DLC plays on the player’s curiosity by hinting at some explanations of plot elements while also highlighting that the entire crux of Bloodborne is that some great and terrible things–e.g., the Great Ones–are entirely outside human frameworks of explanation and understanding. The player can learn that Kos cursed the hunters who investigated and mutilated the mutated villagers of the Fishing Hamlet, but she cannot learn the truth of what Kos itself truly is.

The world of the Hunter’s Nightmare is not separate from Bloodborne‘s main world in exactly the way that Ariandel is separate from Dark Souls 3, but the framework remains the same–albeit thematically transformed. The base assumption is that the player who has played Bloodborne wants more answers than the game provides, and purchases the DLC in the expectation of having that curiosity sated. Yet the DLC tells a story of explanations and forces that ultimately prove elusive, feeding the player scraps of new information while ultimately returning to the same incomprehensible plane of unknowability that grounded the main game. Just as in Ashes of Ariandel, we have a narrative grounded in the player’s choice to irrationally want more from a complete game–in this case, it’s just couched in terms of the limits of comprehensibility and the madness that follows curiosity, seamlessly marrying its themes to those of Bloodborne.

Conclusion

The completeness dilemma isn’t easily overcome, and those DLCs that simply promise additional story content face a serious challenge as a result. This makes it all the more remarkable that FromSoftware has managed to develop DLC in which not only are the narratives are interesting and engaging, but they are also narratives that would only work as DLC. The narratives overcome the completeness dilemma by inviting the player into the narrative, and telling a story of how bizarre and paradoxical it is that the player would want an extra story to extend a world and story that was already complete. The amazing result is DLC that is justified both intrinsically and also in relation to the main game. Ashes of Ariandel and The Old Hunters set a high bar in this regard, but they also show us that DLC falling short of this bar just won’t work. Try these DLCs out if you haven’t already, and, as you play, reflect on your choice to buy DLC in the first place; and the next time you buy a new DLC, ask yourself whether and how it avoids the completeness dilemma.

 

 

Recap and Looking Forward: With a Terrible Fate at PAX Aus

I and my Featured Authors Nathan Randall and Laila Carter were honored to have such a great turnout this past Saturday evening to our PAX Aus panel on the philosophy, neuroscience, and mythos of horror storytelling in video games. You were a great audience, PAX Aus, and we hope you’ll be able to meet With a Terrible Fate again in years to come. I wanted to take this chance to tell fans about the various ways we’ll be following up on our presentation in the coming weeks, as well as what they can expect from the site more generally in the “Coming Soon” category.

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Pictured: the 300+ PAX-goers who filled the Dropbear Theatre for With a Terrible Fate‘s horror storytelling panel.

While we weren’t able to record the entirety of the presentation, we do have several video samples from the talk, which we will be publishing. Do check these out and share them if you weren’t able to attend the panel and are interested in With a Terrible Fate‘s take on horror storytelling in the gaming world.

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Beyond video samples, we’ll also be publishing full-length articles presenting the arguments we made in our presentation on a more granular level. These articles will provide a robust analysis of the games and frameworks that we presented at PAX, and I hope that you’re able to check them out regardless of whether or not you attended the panel. And you can get started on these right now: my presentation on the metaphysics of Bloodborne was based on an article I wrote last year, and you can read it here.

Also, a number of developers approached me after the presentation and asked whether With a Terrible Fate consults on game development. If you’re interested in finding out what our analytic frameworks can do for you and your product, don’t hesitate to reach out either via email at withaterriblefate@gmail.com, via DM @Terrible__Fate on Twitter, or via message on Facebook. I’d be excited to speak with you more specifically about how we could help your particular project.

Finally, viewers can look forward to With a Terrible Fate coming off its content hiatus with a variety of new material. Without giving too much away, you can expect a new take on Kingdom Hearts: Chain of Memories, an exploration of avatar-player dynamics in The Talos Principle, and a return to Final Fantasy… among other articles I can’t even discuss yet. And, as always, be advised that I take requests, if there’s a particular game that you believe should meet With a Terrible Fate.

Thank you once again to everyone at PAX Aus for the honor of presenting. We’re looking forward to keeping in touch with the many gamers we met there, and we’re excited to see what the future holds for gaming and for With a Terrible Fate.

 

Explore Horror with Us at PAX Aus

I’m thrilled to publicly announce on the site that With a Terrible Fate will be presenting a panel at Pax Australia this weekend. We’ll be talking about video game horror in the Dropbear Theatre to 7:30PM-8:30PM, and we hope to see you there. Right now, without giving too much away, I want to give you a taste of what you can expect if and when you meet With a Terrible Fate this weekend.

I, With a Terrible Fate Founder Aaron Suduiko, will team up with Featured Authors Nathan Randall and Laila Carter to discuss what makes horror storytelling special in the medium of video games. We’re each going to take a distinct methodological approach to analyzing video game horror based on our academic backgrounds; my hope is that the combination of our very different analytical perspectives will demonstrate how much people can learn about games by considering them through a variety of theoretical lenses.

Nathan Randall

Nathan will be applying the studies and theories of neuroscience to explore what makes for a really effective jump scare in video games. He’ll discuss various learning and fear mechanisms in our brains, and how games are especially well-positioned as a medium to capitalize on these mechanisms. Along the way, he’ll analyze 5 Nights at Freddy’sUndertale, and even JazzpunkEver thought about the science behind a really good game? There’s a lot to it, and Nate will show you just what makes it all so cool.

 

 

 

 

laila-carterLaila will be exploring how horror storytelling in video games fits into broader, long-standing traditions of horror in folklore, mythology, and literature. What does BioShock have to do with the Odyssey? How does Lovecraftian horror come about in S.O.M.A.? What insight can a Minotaur give us into Amnesia? Laila has answers to all of these questions–oh, and she’ll be talking about “daemonic warped spaces” and P.T., too.

 

 

 

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Lastly, I’ll be applying the tools of analytic philosophy, together with my body of work on video game theory, to explore the ways in which games can use the metaphysics of their worlds to generate especially deep-seated and cerebral horror for the player. I’ll argue that the horror of Bloodborne is actually much more realistic than you thought (and you’ll wish I hadn’t shown you why that’s the case). I’ll argue that the metaphysics of Termina imply an interpretation of Majora’s Mask that strays outside the realm of Legend of Zelda canon and instead finds its home in nihilistic terror. I’ll argue that the horror of Silent Hill 2 isn’t fundamentally about James’ relationship with any of the other characters in the town–rather, it’s about his relationship with the player. If you want to get primed for this section (or spoil it for yourself), you can check out my earlier work on Bloodborne and my comprehensive analysis of Majora’s Mask.

We’ll all be hanging around after the panel to answer any questions you may have, and we’ll be around throughout the rest of PAX if you want to keep the conversation going. We’ll also hopefully be able to get the presentation documented in some capacity, so look for that online in the coming week if you can’t make it to PAX Aus.

To all you PAX-goers: see you Saturday.