When you say nothing at all

What makes you care about a videogame character? Clue: it's not ladles of expository dialogue.

Xcom: Enemy Unknown
Firaxis Games

“No, not Bonus!” I shouted at the television, as a pixelated figure exploded in a shower of alien plasma. Sergeant Luis “Bonus” Rodriguez had just followed three others from my squad in dying in the line of duty. His prone figure was a rebuke to my gung-ho base infiltration strategy.

I have been playing Xcom, an update of a 1990s turn-based strategy game, perhaps more than is healthy the last few weeks. As someone who is most interested in the narrative potential of video games, it’s been an interesting experience: there is very little plot, dialogue or character development. And yet I love it. Perhaps that’s why I love it.

Xcom has a mode called “Ironman” which saves automatically after every turn. That means that if one of your soldiers gets killed in combat, it’s permanent. No sneaky reloading. It instantly makes you care more, as does the fact that a levelled-up colonel is a valuable resource, far better than a rookie. But the thing I keep coming back to is the brilliance of using nicknames: the game randomly assigns one to a soldier once he or she reaches a certain rank (I’m currently playing with Snake Eyes, Doc, Hex, Shotsy, Rhino and Collateral). This small signifier of personality is totally meaningless, the result of an algorithm, and yet it makes them feel much more “alive” – and makes their fates feel like something I should care about.

Friends who are playing the game agree: one was so tense about losing another Fast Lane or Rogue that he took to restyling all his squad with the same face and voice, and naming them simply “Soldier X”. Another went the other way and named them after colleagues. I’m not sure what that says about him.

The tiny pinprick of personality injected into the Xcom soldiers provides a useful lesson for game manufacturers, who have traditionally excelled at creating beautiful worlds and fluid, intuitive gameplay – then forcing you to play as, and interact with, dreary, repetitive blankeyed automatons. The emotion most usually provoked by game characters is irritation.

Xcomavoids one of the most common pitfalls in character creation – saying too much. This is a particular problem with NPCs (non-playable characters). In the Fable series, any illusion of reality was ruined by walking into yet another village filled with the same three faces saying the same dozen or so lines. In Skyrim, I had to offset the advantages of having a strapping young woman called Mjoll the Lioness helping me out in battle with the immense annoyance of her constantly droning on about her younger days as a buccaneer, using one of four sentences she’d been programmed to say.

It’s even worse when you have to talk to someone as part of a quest in an adventure game: too often, you are choosing from one of three clearly defined options (usually: be charming, be threatening, be neutral), but still have to wait through a droid slowly voicing the dialogue tree. Insult is added to injury when the subtitles are turned on, as you can see in a picosecond which to choose, but still have to suffer some boring anecdote about how well their whittling business is going before you’re allowed to select it.

The dialogue can be actively alienating, too. There’s a moment in Call of Juarez that Graham Linehan skewered in Gameswipe: your protagonist walks into a lowly hut and growls at the prim lady of the house, cowering beneath her bonnet: “Don’t move, bitch”. “You think, I don’t want to play you,” he said. “You’re an idiot.” (Linehan also points out the magnificent moustache sported by Captain Price in Modern Warfare makes you care about him – and he’s got a nickname, Bravo Six.)

Given the technical and storytelling limitations on games at the moment, I think that most developers would be best going for a title full of strong, silent types, giving the characters personality through deft touches rather than ladles of expositionary dialogue. Look at Ico, a ten-year-old PlayStation 2 game, where you were a young boy guiding a young girl from a castle. Normally, “escort missions” make me want to weep with frustration: you’re supposed to safeguard an NPC through winding corridors full of baddies, while they display an unerring ability to wander headfirst into the nearest hail of bullets. But Ico made the escort mission the focus of the gameplay: you couldn’t move on unless you held the girl Yorda’s hand. There was minimal dialogue, in a fictional language, and because Yorda was silently helpless, you began to care about her.

Sometimes, then, the best characters are the least wordy. At the end of Fable 2, you face a choice: either sacrifice the dog that has accompanied you all game, or hundreds of thousands of people. I chose the dog, which had trotted at my heels and nipped at so many enemies, and really missed it, whereas the presence or absence of hordes of identikit NPCs would have barely registered. And that dog didn’t even have a nickname.

Xcom. Courtesy Flickr/JBLivin

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

This article first appeared in the 10 December 2012 issue of the New Statesman, Greece: a warning for Britain?

Photo: Getty
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What Jeremy Corbyn gets right about the single market

Technically, you can be outside the EU but inside the single market. Philosophically, you're still in the EU. 

I’ve been trying to work out what bothers me about the response to Jeremy Corbyn’s interview on the Andrew Marr programme.

What bothers me about Corbyn’s interview is obvious: the use of the phrase “wholesale importation” to describe people coming from Eastern Europe to the United Kingdom makes them sound like boxes of sugar rather than people. Adding to that, by suggesting that this “importation” had “destroy[ed] conditions”, rather than laying the blame on Britain’s under-enforced and under-regulated labour market, his words were more appropriate to a politician who believes that immigrants are objects to be scapegoated, not people to be served. (Though perhaps that is appropriate for the leader of the Labour Party if recent history is any guide.)

But I’m bothered, too, by the reaction to another part of his interview, in which the Labour leader said that Britain must leave the single market as it leaves the European Union. The response to this, which is technically correct, has been to attack Corbyn as Liechtenstein, Switzerland, Norway and Iceland are members of the single market but not the European Union.

In my view, leaving the single market will make Britain poorer in the short and long term, will immediately render much of Labour’s 2017 manifesto moot and will, in the long run, be a far bigger victory for right-wing politics than any mere election. Corbyn’s view, that the benefits of freeing a British government from the rules of the single market will outweigh the costs, doesn’t seem very likely to me. So why do I feel so uneasy about the claim that you can be a member of the single market and not the European Union?

I think it’s because the difficult truth is that these countries are, de facto, in the European Union in any meaningful sense. By any estimation, the three pillars of Britain’s “Out” vote were, firstly, control over Britain’s borders, aka the end of the free movement of people, secondly, more money for the public realm aka £350m a week for the NHS, and thirdly control over Britain’s own laws. It’s hard to see how, if the United Kingdom continues to be subject to the free movement of people, continues to pay large sums towards the European Union, and continues to have its laws set elsewhere, we have “honoured the referendum result”.

None of which changes my view that leaving the single market would be a catastrophe for the United Kingdom. But retaining Britain’s single market membership starts with making the argument for single market membership, not hiding behind rhetorical tricks about whether or not single market membership was on the ballot last June, when it quite clearly was. 

Stephen Bush is special correspondent at the New Statesman. His daily briefing, Morning Call, provides a quick and essential guide to domestic and global politics.