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?

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Cabinet audit: what does the appointment of Andrea Leadsom as Environment Secretary mean for policy?

The political and policy-based implications of the new Secretary of State for Environment, Food and Rural Affairs.

A little over a week into Andrea Leadsom’s new role as Secretary of State for Environment, Food and Rural Affairs (Defra), and senior industry figures are already questioning her credentials. A growing list of campaigners have called for her resignation, and even the Cabinet Office implied that her department's responsibilities will be downgraded.

So far, so bad.

The appointment would appear to be something of a consolation prize, coming just days after Leadsom pulled out of the Conservative leadership race and allowed Theresa May to enter No 10 unopposed.

Yet while Leadsom may have been able to twist the truth on her CV in the City, no amount of tampering will improve the agriculture-related side to her record: one barely exists. In fact, recent statements made on the subject have only added to her reputation for vacuous opinion: “It would make so much more sense if those with the big fields do the sheep, and those with the hill farms do the butterflies,” she told an audience assembled for a referendum debate. No matter the livelihoods of thousands of the UK’s hilltop sheep farmers, then? No need for butterflies outside of national parks?

Normally such a lack of experience is unsurprising. The department has gained a reputation as something of a ministerial backwater; a useful place to send problematic colleagues for some sobering time-out.

But these are not normal times.

As Brexit negotiations unfold, Defra will be central to establishing new, domestic policies for UK food and farming; sectors worth around £108bn to the economy and responsible for employing one in eight of the population.

In this context, Leadsom’s appointment seems, at best, a misguided attempt to make the architects of Brexit either live up to their promises or be seen to fail in the attempt.

At worst, May might actually think she is a good fit for the job. Leadsom’s one, water-tight credential – her commitment to opposing restraints on industry – certainly has its upsides for a Prime Minister in need of an alternative to the EU’s Common Agricultural Policy (CAP); a policy responsible for around 40 per cent the entire EU budget.

Why not leave such a daunting task in the hands of someone with an instinct for “abolishing” subsidies  thus freeing up money to spend elsewhere?

As with most things to do with the EU, CAP has some major cons and some equally compelling pros. Take the fact that 80 per cent of CAP aid is paid out to the richest 25 per cent of farmers (most of whom are either landed gentry or vast, industrialised, mega-farmers). But then offset this against the provision of vital lifelines for some of the UK’s most conscientious, local and insecure of food producers.

The NFU told the New Statesman that there are many issues in need of urgent attention; from an improved Basic Payment Scheme, to guarantees for agri-environment funding, and a commitment to the 25-year TB eradication strategy. But that they also hope, above all, “that Mrs Leadsom will champion British food and farming. Our industry has a great story to tell”.

The construction of a new domestic agricultural policy is a once-in-a-generation opportunity for Britain to truly decide where its priorities for food and environment lie, as well as to which kind of farmers (as well as which countries) it wants to delegate their delivery.

In the context of so much uncertainty and such great opportunity, Leadsom has a tough job ahead of her. And no amount of “speaking as a mother” will change that.

India Bourke is the New Statesman's editorial assistant.