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 Images
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How can Britain become a nation of homeowners?

David Cameron must unlock the spirit of his postwar predecessors to get the housing market back on track. 

In the 1955 election, Anthony Eden described turning Britain into a “property-owning democracy” as his – and by extension, the Conservative Party’s – overarching mission.

60 years later, what’s changed? Then, as now, an Old Etonian sits in Downing Street. Then, as now, Labour are badly riven between left and right, with their last stay in government widely believed – by their activists at least – to have been a disappointment. Then as now, few commentators seriously believe the Tories will be out of power any time soon.

But as for a property-owning democracy? That’s going less well.

When Eden won in 1955, around a third of people owned their own homes. By the time the Conservative government gave way to Harold Wilson in 1964, 42 per cent of households were owner-occupiers.

That kicked off a long period – from the mid-50s right until the fall of the Berlin Wall – in which home ownership increased, before staying roughly flat at 70 per cent of the population from 1991 to 2001.

But over the course of the next decade, for the first time in over a hundred years, the proportion of owner-occupiers went to into reverse. Just 64 percent of households were owner-occupier in 2011. No-one seriously believes that number will have gone anywhere other than down by the time of the next census in 2021. Most troublingly, in London – which, for the most part, gives us a fairly accurate idea of what the demographics of Britain as a whole will be in 30 years’ time – more than half of households are now renters.

What’s gone wrong?

In short, property prices have shot out of reach of increasing numbers of people. The British housing market increasingly gets a failing grade at “Social Contract 101”: could someone, without a backstop of parental or family capital, entering the workforce today, working full-time, seriously hope to retire in 50 years in their own home with their mortgage paid off?

It’s useful to compare and contrast the policy levers of those two Old Etonians, Eden and Cameron. Cameron, so far, has favoured demand-side solutions: Help to Buy and the new Help to Buy ISA.

To take the second, newer of those two policy innovations first: the Help to Buy ISA. Does it work?

Well, if you are a pre-existing saver – you can’t use the Help to Buy ISA for another tax year. And you have to stop putting money into any existing ISAs. So anyone putting a little aside at the moment – not going to feel the benefit of a Help to Buy ISA.

And anyone solely reliant on a Help to Buy ISA – the most you can benefit from, if you are single, it is an extra three grand from the government. This is not going to shift any houses any time soon.

What it is is a bung for the only working-age demographic to have done well out of the Coalition: dual-earner couples with no children earning above average income.

What about Help to Buy itself? At the margins, Help to Buy is helping some people achieve completions – while driving up the big disincentive to home ownership in the shape of prices – and creating sub-prime style risks for the taxpayer in future.

Eden, in contrast, preferred supply-side policies: his government, like every peacetime government from Baldwin until Thatcher’s it was a housebuilding government.

Why are house prices so high? Because there aren’t enough of them. The sector is over-regulated, underprovided, there isn’t enough housing either for social lets or for buyers. And until today’s Conservatives rediscover the spirit of Eden, that is unlikely to change.

I was at a Conservative party fringe (I was on the far left, both in terms of seating and politics).This is what I said, minus the ums, the ahs, and the moment my screensaver kicked in.

Stephen Bush is editor of the Staggers, the New Statesman’s political blog.