My Reputation Proceeds Me (Worldbuilding, Pt. 2)

This is part 2 of my worldbuilding series. You can find part 1 here.

I used to dream that when my god came back, he would forgive us [of our betrayal]. That’s the trouble with dreams… Sooner or later, we all have to wake up.

Pillars of Eternity

In my last blog post, I discussed the profound positive implications of meticulous world-building. In the works of J.R.R. Tolkien, the crafting of the world of Middle Earth was beautiful and epic, leading to a character story in that very world that reflected its beauty. Over the course of decades, Tolkien developed languages, lore, and history that must have taken immense amounts of effort on his part.

But there is a dark side to world-building and its implications are murky. You see, world-building intricacies can become convoluted and narrative facts can contort into confusion. Sometimes lore can become a burden to the writer and language an impediment to the viewer at hand. World-building infrastructure can become compromised, leading to the destruction of the greater story superstructure. Such is a nightmare scenario that every creator dreads sooner or later!

As vast and impressive as the Lord of the Rings series is, it is still just a linear narrative composed of a series of books charting an established timeline. More modern fantasy writers have advanced to different mediums, ranging from role-playing board games to interactive video games. Such stories take on a dynamic nature, rejecting a static narrative in favor of a “choose your own adventure” type format. 

Often times role-playing video games are at the vanguard of story and innovation, challenging the creators and players alike. Many have gone so far as to create “limited” fantasy world simulations, featuring immersive depth that Tolkien could never have achieved by his lonesome. Armies of developers comprised of designers, writers, engineers, and artists have sought to create experiential world-building on scales that can hardly be fathomed. Josh Sawyer is one such designer who has seen the abyss.

I talk with and visit a lot of teams at other companies, and there are some high profile developers I’ve visited where their [game] design process is less of a process and more of an… experiment that goes on for 3-5 years. Sometimes the cost of this is just time, which is money. Sometimes the cost is polish. Sometimes the cost is burning out half a generation of young developers. Sometimes it’s all of these things.

Josh Sawyer, Obsidian Entertainment

Sawyer is a lead designer for the Pillars of Eternity (i.e. “Pillars”) franchise, which has produced two games and has a spinoff on the way. The world of Pillars is incredibly meticulous and astoundingly interesting. Set in a fantastical Renaissance-like era of a perpetually reincarnated society, the first two games follow a player-created character known as the Watcher. This so-called Watcher has power over human spirits and has drawn the attention of a whole pantheon of gods, many of which are extremely active in the world in which they reside.

Every player’s unique Watcher character will travel about the lands, interacting with all manner of characters, monsters, and factions. While these aspects are not unique to many role-playing video games, Pillars has grander ambitions. You see, it has a conversation and reputation system that puts most games to shame. The protagonist’s dialogue can take many different forms under a whole variety of circumstances, leading to wildly differing interactions throughout the entire game. Below is just one part of this greater system.

  • Conversational dispositions featured in the player-driven narrative (according to the Pillars of Eternity Wiki):
    • Aggressive – Hot-headed, bold, or impatient.
    • Benevolent – Charitable, kind, soft, or weak.
    • Clever – Sarcastic, sassy, foppish, or irreverent.
    • Cruel – Merciless, sadistic, brutal, or imperious.
    • Shady – Dishonest, manipulative, or shrewd.
    • Diplomatic – Cautious, tame, or courteous.
    • Honest – Guileless, sincere, or straightforward.
    • Passionate – Zealous, romantic, or obsessive.
    • Rational – Practical, standoffish, or cold.
    • Stoic – Tight-lipped, cool-headed, or simple-minded.

What’s incredible about this system is that it is only a starting point! Choosing to be clever or stoic is never solidly positive or negative, as it is largely dependent upon who you talking to. While behaving in a passionate manner might draw praise from your companions, it could also infuriate the merchant you are attempting to do a deal with. Continue on this course and an entire city (if not country) may learn that you are a hothead, creating a reputation that continues to build upon itself. 

Working with certain entities will immediately put you at odds with other factions, many of which have loaned personnel to you. Manning a ship and selling the high seas becomes complicated when your crewmembers might not agree with your decisions and are plotting a mutiny. By the time you reach the end game, every conversation and action you execute can be massively perilous, fortuitous, or both.

As I mentioned before, however, all of this incredible world-building can come at a great convoluted cost! Josh Sawyer himself admitted that the making of Pillars of Eternity II was the most exhausting project he ever undertook, leading to burnout for him and the staff. Many critics found issues with the complex relationship system, citing faults in its advanced simulations of characters and their motivations.

The team at Obsidian utilized every formula and computation at their disposal, but there is only so much they could have done in the mathematical execution of an organic narrative-driven world. Ballistics and light physics can now be powered by game engines, but they are easy ventures compared to literally calculating pathos. Next time, we will examine how world-building can interactively fit a viewer!

Paradox (Emblematic, Pt. 3)

This is part three of four of my Fire Emblem Three Houses narrative review. You can find parts one and two in the links.

This has nothing do to with where you were born. That we are fighting now is only a result of the choices you’ve made. So I’m going to give that the response it deserves. I will crush you with everything I have!

Fire Emblem Three Houses

To quickly recap this blog series I will summarize where we are in the Fire Emblem Three Houses narrative: part one outlined the general world and concept of the game, while part two elaborated on the dynamic character system running parallel to it. Parts three and four of the series will now be focused on the convergence of these two building blocks. As previously mentioned, the backbone of the Three Houses’ narrative is the inclusion of multiple timelines and a five-year time jump. While interesting in their own respective rights, each of these features could easily undermine everything in the game. Fortunately, the narrative is heightened in every way by their inclusion, making the game truly memorable.

Before we can get to these dynamic events, however, we must first outline the underlying tension that propels the plot forward. The continent of Fódlan is dominated by two powers, one institutional and one primordial. The holy Church of Seiros serves as the spiritual guide of the continent, operating like the Roman Catholic Church during the days of the Holy Roman Empire. The other and much less predictable power is that of the magical “crest” system. This magic is something that is hereditary: it is literally transferred via blood and is the basis for the establishment of the aristocracy across the entire continent. Effectively the Church co-rules with the crest-bearing aristocratic leaders everywhere.

And that’s where this all becomes terribly personal. The titular three houses in the game each represent a nation: the Black Eagles come from the Empire, the Blue Lions from the Kingdom, and the Golden Deer from the Alliance. While each group is very nuanced, the easiest Harry Potter shorthand would be to say that the Eagles are Slytherin, the Lions are Gryffindor, and the Deer are Hufflepuff. (A secret fourth house exists and is more or less Ravenclaw.) The ambitious future Empress Edelgard leads the Black Eagles, while the brooding crown prince Dimitri heads the Blue Lions. Lastly, the mysterious Alliance heir Claude commands the Golden Deer (see the character slideshow above).

The player’s professorial protagonist chooses to lead a house at the beginning of the game, effectively creating trifurcation within two hours of gameplay. Nonetheless, the first 12 academic months experienced with any house hit the same story beats, albeit with wildly different perspectives. What starts out as a regular school year quickly becomes something much grander. All manner of unseen forces are operating at the monastery school, many of which have conflicting ideologies. Everyone is hiding something: their past, their future, or perhaps just a relationship that could change everything. The white clouds of act one quickly give away to a gathering storm.

Near the end of the school year, both literal and figurative masks come off, forcing a schism in the established order. It turns out not everyone is fine with the twisted and oppressive magical crest system run by the Church. Likewise, the Church’s less than noble machinations appear to be undermining it, as are the ancient societies in the shadows plotting revenge. And so the friendly competition and idealism amongst the students and their professors quickly come under assault, leading to a time of choice for all. Will the player side with the so-called liberators, strike back with the ruthless reactionaries, or attempt to bring an end to both in a quest for continental unity? Each house has a path.

Act one of the story concludes with an epic battle that links it to the second half of Three Houses. The graduation ceremony has been called off in light of a massive army marching to seize the monastery. Are you leading that army, or are you standing against it? Regardless, almost every major enemy on the field of battle is now someone you know and have a relationship with. The entire plot now hinges on the game’s character support system, recalling the relationships that you built over the last 12 months. The player may now have unexpected allies by their side, or perhaps they abruptly lost protégés who disagreed with their allegiance. It’s jarring and astounding at the same time.

Finally, the time jump makes itself known and moves the story ahead after a cataclysmic cliffhanger. Back during the academic phase, your house’s members had made a promise to return to the monastery for a millennium festival five years later to reunite with their professor in celebration. Instead, they return to a ruined monastery to discover their missing professor once more. The continent has been ravaged by five years of continuous warfare, leaving neither victor nor vanquished. It is now your duty to end the war on your terms, regardless of who stands in your way. Next time, we will cover the second half of Fire Emblem Three Houses: the wars, the combatants, and the endings!

Your Clothes… Give them to Me!

Fanfiction is a growing subset of fiction rapidly coming to the fore of all writing. For those of you who are not aware, this is fiction written by unsolicited fans regarding a copyrighted intellectual property. No fan turns a profit from such work, let alone has any license over their spinoff creation. This does not mean such writing is unimportant, however. A little book series called Fifty Shades of Grey by E.L. James started out as Twilight fanfiction of the basest sort. The fanfiction featured characters belonging to the Twilight franchise, something that many a woman found to be irresistible. James decided to turn it up a few notches and transform Edward the vampire into the titular businessman Dorian Grey, resulting in over 125 million book sales.

Moving beyond steamy romance novels sold to middle-aged mothers, fanfiction has advanced massively due to the popularity of certain internet sites that host such writings. Such wild creation is propelled by thousands upon thousands of fandoms with insatiable desires for whatever a certain popular writer is churning out. Every reader/viewer passionately adopt the writer’s work and proceed to run with it in their own unique direction, usually focusing on the elements of the tale that attracts them the most. Did the writer fail to make two major characters fall in love? There is a fanfic to correct that!

Ultimately, all of the presented works are simply unsubstantiated desires, at least according to the holders of the intellectual property. J.R.R. Tolkien and his trust would unequivocally reject an alternate ending in Lord of the Rings featuring Frodo and Sam running off to get married. That is simply not how the story goes and it will never venture in that direction. Only the original writers are the gods of their fictional worlds, dismissing mere mortals who petition them for bountiful favors. Such is the way of proprietorship.

Things get complicated, however, when that proprietorship changes hands. When Disney bought Lucasfilm and the Star Wars franchise, they did some major housecleaning of the lore. Countless official Star Wars books were composed and published after the original trilogy became a megahit, all of the works ultimately greenlighted by the man himself–George Lucas. Lucasfilm even had a studio called LucasArts, which churned out official Star Wars games for the diehard fan base. Disney had different plans for all of this licensed creation, choosing to pronounce only a certain set of works official canon and relegating the rest to mere “legend” fanfiction. In the blink of an eye fictional reality changed for an entire universe.

One of the oddest management of an intellectual property is the Witcher series. Originally a series of books written by Polish author Andrzej Sapkowski, this franchise has grown in epic proportions and now dominates the fantasy landscape. An entire video game series has been based on the writings and an American television show is incoming. While none of that is remarkable in and of itself, something very strange has happened with the fiction and the original author: Sapkowski believes that the video games are not canon. To put it another way, this licensed product is merely fanfiction from his viewpoint.

Let’s back up and review the story and its narration. The book series spans many stories but has a definitive ending to the tale of Geralt the Witcher (the main protagonist). Upon completion of the final book, any reader could walk away satisfied with the story and the closure of Geralt’s personal journey through the fictional world. For whatever reason, the video game studio that bought the license to make Witcher video games decided to continue the tale past the closure of the final book, successfully weaving a brilliant story that is pure fanfiction. Unfinished narratives in the books are given definitive conclusions and the lead female protagonist has a much more concrete epilogue.

Many have hailed this fanfiction writing to be some of the best ever seen in a video game and I myself consider it to be more or less the perfect conclusion to the book series. (I’m sure the original author would respectfully disagree.) Ultimately, the television show might have the final say in what is the definitive tale. Nevertheless, both the Star Wars and Witcher properties seem to have entered into intellectual gray areas regarding what is “real” fiction and what is “fictional” fiction. Just like ancient stories appropriated by other cultures and generations, these works of art have been seized by the masses to such a degree that everyone has their own tale about the tale.

How do you feel about fanfiction? Is it real or is it a copyright violation? Let me know in the comments!