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?

Getty
Show Hide image

"We repealed, then forgot": the long shadow of Section 28 homophobia

Why are deeply conservative views about the "promotion" of homosexuality still being reiterated to Scottish school pupils? 

Grim stories of LGBTI children being bullied in school are all too common. But one which emerged over the weekend garnered particular attention - because of the echoes of the infamous Section 28, nearly two decades after it was scrapped.

A 16-year-old pupil of a West Lothian school, who does not wish to be named, told Pink News that staff asked him to remove his small rainbow pride badge because, though they had "no problem" with his sexuality, it was not appropriate to "promote it" in school. It's a blast from the past - the rules against "promoting" homosexuality were repealed in 2000 in Scotland, but the long legacy of Section 28 seems hard to shake off. 

The local authority responsible said in a statement that non-school related badges are not permitted on uniforms, and says it is "committed to equal rights for LGBT people". 

The small badge depicted a rainbow-striped heart, which the pupil said he had brought back from the Edinburgh Pride march the previous weekend. He reportedly "no longer feels comfortable going to school", and said homophobia from staff members felt "much more scar[y] than when I encountered the same from other pupils". 

At a time when four Scottish party leaders are gay, and the new Westminster parliament included a record number of LGBTQ MPs, the political world is making progress in promoting equality. But education, it seems, has not kept up. According to research from LGBT rights campaigners Stonewall, 40 per cent of LGBT pupils across the UK reported being taught nothing about LGBT issues at school. Among trans students, 44 per cent said school staff didn’t know what "trans" even means.

The need for teacher training and curriculum reform is at the top of campaigners' agendas. "We're disappointed but not surprised by this example," says Jordan Daly, the co-founder of Time for Inclusive Education [TIE]. His grassroots campaign focuses on making politicians and wider society aware of the reality LGBTI school students in Scotland face. "We're in schools on a monthly basis, so we know this is by no means an isolated incident." 

Studies have repeatedly shown a startling level of self-harm and mental illness reported by LGBTI school students. Trans students are particularly at risk. In 2015, Daly and colleagues began a tour of schools. Shocking stories included one in which a teacher singled out a trans pupils for ridicule in front of the class. More commonly, though, staff told them the same story: we just don't know what we're allowed to say about gay relationships. 

This is the point, according to Daly - retraining, or rather the lack of it. For some of those teachers trained during the 1980s and 1990s, when Section 28 prevented local authorities from "promoting homosexuality", confusion still reigns about what they can and cannot teach - or even mention in front of their pupils. 

The infamous clause was specific in its homophobia: the "acceptability of homosexuality as a pretended family relationship" could not be mentioned in schools. But it's been 17 years since the clause was repealed in Scotland - indeed, it was one of the very first acts of the new Scottish Parliament (the rest of the UK followed suit three years later). Why are we still hearing this archaic language? 

"We repealed, we clapped and cheered, and then we just forgot," Daly says. After the bitter campaign in Scotland, in which an alliance of churches led by millionaire businessman Brian Souter poured money into "Keeping the Clause", the government was pleased with its victory, which seemed to establish Holyrood as a progressive political space early on in the life of the parliament. But without updating the curriculum or retraining teaching staff, Daly argues, it left a "massive vacuum" of uncertainty. 

The Stonewall research suggests a similar confusion is likely across the UK. Daly doesn't believe the situation in Scotland is notably worse than in England, and disputes the oft-cited allegation that the issue is somehow worse in Scotland's denominational schools. Homophobia may be "wrapped up in the language of religious belief" in certain schools, he says, but it's "just as much of a problem elsewhere. The TIE campaign doesn't have different strategies for different schools." 

After initial disappointments - their thousands-strong petition to change the curriculum was thrown out by parliament in 2016 - the campaign has won the support of leaders such as Nicola Sturgeon and Kezia Dugdale, and recently, the backing of a majority of MSPs. The Scottish government has set up a working group, and promised a national strategy. 

But for Daly, who himself struggled at a young age with his sexuality and society's failure to accept it, the matter remains an urgent one.  At just 21, he can reel off countless painful stories of young LGBTI students - some of which end in tragedy. One of the saddest elements of the story from St Kentigern's is that the pupil claimed his school was the safest place he had to express his identity, because he was not out at home. Perhaps for a gay pupil in ten years time, that will be a guarantee. 

0800 7318496