Case Study: Fallout 4 A Clash of Narrative & Design

written by Ian Hertzberg

First off, before people accuse me of bashing Fallout 4 I ‘d just like to say that I love the game and I am one of the biggest Bethesda Softworks fanboys that I know, but  just because you love something doesn’t mean you can’t be critical of it. (Sidenote: Do not apply to friends and family)

Fallout 4’s narrative starts off with your character’s life and family being shattered by total atomic annihilation. Your hometown is destroyed, most of the world population dies, your spouse gets murdered, and your son gets kidnapped while you are forced to watch helplessly from the sidelines. It is a pretty hard-hitting and emotional opening. As your character ascends into the world from Vault 111 there is a definite sense of dread and loss as you look upon your neighborhood, Sanctuary Hills, and the rest of the commonwealth of Massachusetts in complete and utter ruin. The game guides you through a couple tutorial-esque missions before giving you direction to head to a place called Diamond City to search for your lost son, and then . . . Fallout 4 derails its own narrative.

 

Child and other civilians running as an aircraft flies overhead

 

Fallout 4’s world is huge and expansive with plenty to do, such as side quests, exploring unique locations, looting, crafting, joining a faction, and creating and helping various settlements in the wasteland. For me and a few other people who’ve played the game this all ended up taking precedences over finding your missing son. Your missing 1-year-old son lost in a post-apocalyptic nuclear wasteland filled with, raiders, cannibals, mutants, ghouls, and a million other horrors. You’re telling me that a parent that awakens 200 years after the world is nuked to hell would rather be saving total strangers, building settlements, or taking a scenic tour of Walden Pond? I think not!

 

a ramshackle town built in the ruins of Boston's iconic Fenway Park

 

If it was my actual child I would have torn ass to Diamond City first chance I got and Fallout 4 gives you the means to do just that. Within the first hour or so of gameplay they hand you Power Armor and a minigun. More than enough protection for you to make it to Diamond City in one piece but, instead most players, myself included, seem to find themselves wandering around exploring the huge and expansive world Bethesda has created. Which is great! Bethesda’s believable world building and design are some of the things that make their games truly unique and special, it is what makes Bethesda such a popular and beloved game development studio, but the same thing that makes them great hurts the genuinely great narrative created for the game.

 

Player's also spent time using the new settlement mod to create things like this.
Player’s also spent time using the new settlement mode creating things like this.

 

Every bit of Fallout 4’s gameplay and design urges most players to go and explore and do whatever they will in its open world, but it creates a disconnect with the motives of the protagonist Bethesda created. However you play your character, whether you help the people of the wastes or pillage and steal, there is no getting around the fact that your character was written with the desire to find their son and track down their spouse’s killer. Your character will unavoidably say so at multiple points. This takes away the freedom players had in previous Bethesda titles where their character was more or less a blank slate that could be whoever they wanted. In Fallout 4 you can act as you want, but your character’s initial goal is finding their son, no matter what choices you make. You are forced to play as a character that constantly reminds people of their desire to find their son, but instead does a million other things such as helping or robbing total strangers, building settlements, or salvaging crafting materials, because that’s what the player naturally wants to do. The person behind the controller isn’t going to care nearly as much about the virtual baby that only got a few minutes of screen time before being stolen, but the character definitely should and that emotion should transfer to the player, it should invest them in their troubles, that’s when stories are at their best and where video games have great potential for emotional storytelling.

This conflict could be resolved in a few ways, either you make the player want what the character wants, which would involve making the player far more emotionally invested in their family from before the war. If players could have spent more time with their character’s spouse and child before the bombs dropped they would might care about them and have a stronger sense of urgency to match that of their character.

The default player characters at the character creation screen.
The default player characters at the character creation screen.

 

Another method is designing the game in a way that what the player wants to do becomes essential to accomplishing the main character’s goal. For example if Power Armor and other great equipment wasn’t handed out at the beginning of the game you’d be forced to explore and scavenge to prepare for your journey to Diamond City or if there was a series of challenges that were essential to reaching Diamond City other than just reaching the city itself that would have made the game’s narrative much stronger because players would have done what they wanted to do as part of the mainstory. The impulses of the player would have been incorperated more clearly into the plot.

Lastly, you could remove the urgency from the story, which would probably ruin the current story or involve the creation of a completely different story, but it would solve the problem. If you knew for sure that your son was safe for the time being or if Fallout 4 narrative went in a different direction that didn’t involve the whole missing child angle. There would be no disconnect you’d be free to establish your character’s own agency and desires

Now, I’m not saying that this ruined Fallout 4, the game is still fantastic, and in my opinion an all around great game that deserves all the critical praise it has receiving, but I believe that with a few tweaks Fallout 4’s narrative could have been so much more emotionally rich and engaging to players with a more cohesive meld of the games narrative and its design.

 

fallout4trailerdogmeatandplayer

 

So, what do you think? Am I being way too nit-picky? Do you find issue with Fallout 4’s story like me? Are they the same issues or different ones? Let me know what you think in the comments section.
Hmm . . . Now, that I think of it Fallout 3, in a way, did all of the things I talked about in this article. They made the player care about the character’s objective, they made what the player wanted essential to completing the character’s goal, and they didn’t create a story that forced urgency on the character, but that . . . is an article for another day. Thanks for reading!

Case Study: Uncharted 4’s Design

written by Ian Hertzberg

 

Ha! You thought I was done talking about Uncharted 4, didn’t you? Well, like two star-crossed lovers, I cannot stay away.  That and I promised to write a second article about Uncharted 4, but that’s beside the point.

If you haven’t read my previous article you can find it here. It discusses both the narrative design and themes in Uncharted 4: A Thief’s End.

I had to write another article because the narrative elements aren’t the only thing about Uncharted 4: A Thief End that are worthy of merit. The gameplay saw some great changes and there were one or two nice set-piece gameplay moments that worked to the game’s benefit.

Gameplay / Mechanics

Uncharted 4 adds a couple of new mechanics or gameplay pieces to spice up the game and give players something new and unique for this entry in the series.

 

Nathan works on knocking out an unsuspecting foe.

 

For one, stealth gameplay has been expanded upon. Uncharted 4 stealth gameplay allows you to track enemies and go in-and-out of stealth. Enemies now have a UI elements to indicate their awareness of the player as well. The addition of this works well for the game thematically as Drake as aged and matured a great deal since the beginning of the series and would most likely utilize stealth in order to more safely defeat enemies. At times the stealth felt a little cheap as I could avoid and dispatch enemies with ease negating what could have been a fun and interesting gunfight, but at the same time having that option in how you approach that situation is freeing and creates a more realistic and grounded feel to combat.

Another new gameplay addition is the grappling hook, which adds a great deal of fluidity to combat. I had a blast swing through areas of the game like Tarzan while shooting, tossing grenades, or dropping down, fist first, on enemies. The grappling hook is also used for general traversal and to solve some clever puzzles, but let’s be honest the best part is the drop punch.

 

Nathan Drakes swing across a chasm using his grappling hook while firing his gun at enemies on the other side.

 

Lastly, we have the vehicle gameplay, which was utilized for specific set-piece moments of the game. Finally, Nathan Drake gets to drive! In previous entries any sort of vehicle chase scene would involve someone else behind the wheel while you jump from vehicle to vehicle, fighting bad-guys, but in this entry you finally get to take the wheel yourself and it feels good. Driving through the chase scenes added a new level of tension and freedom allowing me to dart in and out of various alleyways and even ram enemy vehicles. That being said vehicles weren’t just applied to chase scenes. They were also applied to exploration.

Design

The new vehicle gameplay ties in with an element of design that is new to the Uncharted series and that is of openness. While the game may not be open world it has been designed with much more exploration and multiple routes to the player’s object which makes traversing the world feel much more improvised and realistic. This goes into everything from driving your car around a volcano in Madagascar, to haveing many more handholds and foothold when climbing terrain. This give creates a good illusion of being open even though the paths will all eventually diverge into and head to the next part of the story.

 

Nathan and Sam cruising in a boat across the Caribbean sea.

 

The other major change of design philosophy when it comes to Uncharted 4 is its pacing. Previous entries would feature a great deal of combat combined with high-action set pieces and then a smaller portion of platforming and puzzle solving. Uncharted 4 is set with a reverse pacing where action is built up to instead of just a constant. This entry focuses more on narrative pieces, exploration, puzzles, and platforming. There has been a significant decrease in the amount of combat encounters and it serves the game well giving it a pacing more akin to films such as  Indiana Jones which served as an inspiration for the Uncharted series.

The new pacing works well as it focuses and highlights the area of the game that shine such as the narrative elements and platforming. It also allowed for more precise and tightly built combat encounters that make great use of the environment.

 

Nathan Drake runs at an enemy with a shotgun, fires it, dispatching the enemy.

 

Lastly, I wanted to just point out one little moment I thought was cool in terms of design. At one point Drake is trying to climb a cliff face in the rain while injured from a recent wreck. So while I was trying to climb this cliff face I would try to jump from one handhold to another as I’m used to doing, but I couldn’t I would stumble and nearly die as a result. The game instead forced me to slow down and carefully grab nearby handholds without jumping which I previously didn’t even know was a feature. I thought it was an interesting piece for that moment as the gameplay mimicked the character having lesser mobility in that situation.

 

Conclusion

 Uncharted 4: A Thief’s End adds a new and exciting gameplay elements that help the game a meld really well with the overall design philosophy of the game. The new pacing really helps create a cinematic feel to the game and highlights the elements of the game that really shine. The new openness adds to the immersion and fluidity of the game creating a more natural feel in how you do everything from transversing environments to fighting enemies.  Due to these improvements Uncharted 4: A Thief’s End is a great game and in my opinion the best in the series. Naughty Dog was right to make this the final chapter of Nathan Drake’s saga as it is the best one yet.

As always feel free to comment in the section below. I’m always interested in seeing feedback from readers and hearing new opinions.

 

Case Study: Uncharted 4 Narrative & Theme

written by Ian Hertzberg

It’s games like, Uncharted 4: A Thief’s End that make me glad that this is a small blog and not a large and professional site. Why? Because I can take a moment to gush at how good this game is and all that it does well. That’s why!

I recently started playing the Uncharted series over these last few months and I haven’t regretted it one bit. The series as a whole deserves all of the acclaim it has gathered and is definitely a series I would recommend looking into.

I just finished the last game in the series, Uncharted 4: A Thief’s End, a week or two ago and was thoroughly entertained; especially by the deep and rewarding narrative woven by the game. That being said:

THERE ARE LOTS OF SPOILERS BELOW. READ AT YOUR OWN PERIL.

Uncharted 4 brilliantly develops a series of themes that stay consistent throughout the game’s entire narrative all while having players reflect on the characters and the history of the series. I cannot think of a more proper send off for a series.

Uncharted 4: A Thief’s End starts in media res, a fancy term I’ve decided to use to make myself look smarter than I actually am, meaning to start in the middle of the narrative. The game starts with an action sequence with Nathan Drake, driving a boat towards an Island with his brother, Sam, all the while fending from pursuers.  The use of media res in this entry is done better than in most and lends itself nicely to the narrative by giving players a new context for the events when presented again in chronological order.

The game then flashes back to Nathan’s childhood in an orphanage giving players more backstory on Nathan’s character and his history. It more importantly, begins to set up Nathan relationship with his brother, Sam. The scenes establish Nathan and Sam’s relationship setting Sam as a mentor and powerful force in Nathan’s formative years.

This scene then transitions to both Nathan and Sam as adults in a Panamanian Prison, a clever nod, and development on what was most likely a simple throw-away joke from the first game. Now the prison is the setting for a crucial moment in Drake’s life where he witnesses what he believes to be Sam’s death during an attempt to escape the jail.

The game then shifts gears from the intense high action scenes to the story of Drake’s life in retirement. Now settled down at a steady job at a marine salvage company and married to long time love interest, Elena Fisher. From here the writers set up a normal life for Drake. One with no action or intrigue, it’s steady but dull and uneventful. The scene working for the marine salvage company mirrors this excellently by making players work and get excited about the find only to realize it is just a bunch of copper wires.

From here the game transitions to a scene with Drake cloistered in the attic of his house surrounded by objects from his old adventures. You can, as a player, look over these object wistfully in-game looking back fondly on adventures from earlier Uncharted titles. You can also shoot some targets with a toy gun for kicks, which narratively is important because it shows Drake’s yearning for action and adventure.

 

Nathan's still kept up with his gunplay even in retirement.
Nathan’s still kept up with his gunplay even in retirement.

 

This section of the game’s narrative demonstrates his new relationship with Elena as husband and wife. Players can judge the relationship by observing various mementos and photos scattered across the house and come to the assumption that this is most likely a happy marriage and that Nathan and Elena really do love and care for each other. However, we as players come in at a point where Drake has become slightly distant towards Elena due to his dissatisfaction with his current lifestyle placing a small rift on their relationship.

I really enjoyed these moments of the game even though they didn’t feature much in the way of gameplay because it expanded upon Drake’s character in a way the series had never really done before making him more human than ever before. It showed him as an average person and made his character all the more relatable through this series of slice-of-life vignettes.

The game then cuts to Drake doing paperwork in his office when he hears a knock on his door only to find his long lost brother, Sam. The two rekindle their relationship by having a humorous dialogue about Drake’s previous adventures before Sam sets the game’s plot in motion by telling Drake that he now owes money to an infamous drug lord for busting him out of jail and that the only way to collect that money is by retrieving the lost treasure of infamous pirate Henery Avery.

This creates an extra layer of conflict as Drake has promised Elena that he would leave his life as a treasure hunter behind as a condition of their marriage. These themes of greatness versus simplicity and a normal life versus one of danger and adventure is constantly repeated throughout the game.

We see this a lot through the interactions of both Nathan and Sam as Sam continually pulls Nathan further and further back into his old life as a treasure hunter making the temptation of adventure harder and harder to resist even to the point where Nathan is given several outs from the adventure, but opts to stay regardless because of his enjoyment.

During the game, the story of St. Dimas the penitent thief or good thief who asked Jesus for forgiveness on the cross and Gestas the impenitent or bad thief who mocked Jesus on the cross, is related as it ties into the treasure of Captain Avery. The story draws a nice parallel to the brothers in term of the penitent thief and the impenitent thief as Nathan has left behind this life of treasure hunting, he is penitent, while Sam has yet to escape his obsession for Captain Avery’s treasure and his own desire for a life of adventure and greatness.

 

uncharted-4_-a-thiefs-end_brothers

 

If you’d like to learn more about both Nathan and Sam’s relationship in the game there is a great interview with both Nathan’s voice actor (Nolan North) and Sam’s voice actor (Troy Baker) where the two discuss their thoughts on the relationship of the brothers.  They make interesting points about a role reversal that goes on with Nathan the younger brother taking on the role of the older brother and becoming the mentor.

As the game goes on Elena finally catches on to the ruse Nathan used to go on this adventure and she finally confronts him forcing him to deal with the fact that he lied to her. This goes back to the theme of family and what’s important to Nathan and he’s forced to choose between both his brother, Sam and his wife, Elena, and in part adventure as well. Nathan ultimately chooses to help Sam and Elena walks out.

The two brothers then leave alone to pursue the lost treasure of Henery Avery. As their situation gets increasingly dire Nathan tries to talk Sam out of hunting for the treasure. This is due to Nathan realizing just how important Elena is to him and the fact that he might have lost one of the few things in his life worth caring about. Again we see Nathan in a role of penitence.

uncharted-4_-a-thiefs-end_

Eventually players reach a scene where the two are cornered and Sam is forced to reveal that there was never a drug lord that he owed money to. Sam lied to his brother in order to get him to join him in this treasure hunt. Nathan nearly gets shot by, Rafe Adler, and is knocked off of a cliff unconscious.

The scene then transitions to a flashback of Sam and Nathan when they were both younger. The two discover documents relating the story of their deceased mother’s archeological expedition to find Henery Avery’s treasure. This then ties back into the theme of family and it increasingly becomes apparent why Sam is so obsessed. It isn’t about the wealth, but instead about having something to prove. Nathan and Sam in their past were considered nobodies and they never really had any family, except each other. This treasure in a way would not only reunite their family but, finally prove both of their worth in Sam’s eyes. It would validate the two of them. This is simply good storytelling that really ties together with metaphors and themes just like a piece of good writing you would find in any other medium.

After this flashback we witness Elena nursing Nathan back to health as he recounts the flashback player had just seen. The next few scenes nicely work together as Nathan and Elena try to find and save Sam all the while the two reconcile their relationship. In the process, it is ever so slightly revealed that Elena had missed their former life as well. The two have a good deal of romantic moments that definitely pull on the heart strings of hopeless romantics such as myself.

 

uncharted-4_-a-thiefs-end_elena-and-drake

 

Eventually the gang manages to rescue Sam and begin to head back abandoning the treasure and hopefully Sam’s obsession with it, but it doesn’t pan out. Sam darts headlong toward the treasure first chance he gets. Nathan eventually catches up with him aboard Avery’s pirate ship and is forced to confront Rafe Adler after the ship is set on fire by his partner. During the fight Sam has been trapped under a large pile of wood and players are led to believe that Nathan will have to leave his brother behind as he dies for a second time. It is during this that Sam reveals that all he really wanted was for the two of them find the treasure and that he can now die happy, fortunately, Nathan cleverly uses a canon to free his brother at the last second. The two narrowly escape as the surrounding environment crumbles around them.

The game then transitions to everyone saying their goodbyes and parting as everybody goes back to where they belong. Sam goes with Nathan’s mentor and father figure, Sully, to continue having adventures of his own and Elena and Nathan head home. In the next scene, it is then revealed that Sam managed to sneak a sizable amount of treasure into Elena’s pockets allowing Nathan and her to buy the salvage business and  travel the world looking for artifacts legally and safely leading an adventurous life while simultaneously settling down.

The game then fades to black and cuts to what I think is one of the best epilogue chapters of a game. In this epilogue chapter, you control Nathan and Elena’s daughter years after the events of the game. You explore their familie’s home and get to not only know, but experience the idyllic life Nathan and Elena have won for themselves. In a medium that is saturated with tragic heroes and ill fates befalling our protagonist towards the end of their journey it is nice to see the classic: happy ending. It was especially worrisome in this entry since it was subtitled: A Thief’s End. But knowing the ending the title is oh so fitting as it is a thief’s end and the start of a new life for Nathan as both a husband and father.

Uncharted 4: A Thief’s End has a fantastic narrative thanks to skilled writing and intuitive design choices working together in tandem. The game explored themes of family, sacrifice, and the virtue of a simpler life. The game also successfully brought about a satisfying end to a beloved series for fans old and new.

In the next installment of this two-part Case Study, we’ll look at the gameplay elements that helped to make this game as fun to play as it was to experience.

Until then, study games.