đ I like to answer questions from folks about writing, narrative, and game design. Reply to this email or hit the comment button at the bottom of the article and ask me anything.
Well, maybe be not anything. Don’t ask about what happened at the Simmons residence on January 24th at 1:10 am. I know nothing about that murder â and I never will!
Anyway, here’s a really good question I got a while ago…
“What story trope do you think lends itself best to games? And which is the trickiest to pull off?” âMichael
I think it’s the same answer for both, Michael!
The first game I got a Narrative Director credit on is called Fallen Legion Revenants, an action RPG set in a plague-ridden steampunk kind of world. This was a few years before the real world became plague-ridden, too. When I was hired onto the project, the game’s creative director, Spencer Yip â a friend, frequent collaborator, and highly-gifted game designer â showed me the dev team’s initial concept art and story ideas. They knew there were going to be two lead characters, the ghost of a warrior (eventually) named Rowena who’d lead the action-based combat sections, and a machiavellian politico (eventually) named Lucien who’d lead the dialogue-driven social strategy sections. The player would flip between them over the course of the game.
I began my work for Spencer by writing a story treatment, incorporating their ideas and shaping them into a broader narrative. My basic early concept was that Rowena would be summoned back to the plane of the living, as a ghost, by Lucien. Lucien makes Rowena an offer: help him overthrow a tyrannical ruler, and in return, he’ll help Rowena reunite with her son, who’s been locked away in a dungeon. Rowena doesn’t fully trust him, but as a ghost, she doesn’t remember most of her life â only her son, who she loves dearly. Desperate, she takes the offer. However, as she regains her memories throughout the game, Rowena learns it was Lucien who betrayed her to the tyrant, thereby putting her son in jeopardy. Though Lucien is now trying to correct the mistakes he made to make their world better, their partnership is tainted, leading to some juicy choices for the player.
As a narrative designer, my job is to build a story that encourages players to engage with the mechanics. I want them to play the game more. A great story can have that effect. I still remember being in elementary school and playing Final Fantasy IV on the SNES with my friends Mike, Sam, and Jon across a series of sleepovers. We were hooked by the story of Cecil, a knight who questions his king, forms an adventuring party, and goes on a quest to to the moon (!) to save the world. The grand scale of the 16-bit world, and the surprising self-sacrifices of our heroes, compelled us to grind and level up our party â well past our bedtime â to find out what happens next.
Things really “click” when I build story elements and mechanics that dovetail with the core game mechanics. This brings us to amnesia, which I think is an ideal story trope for games, particularly roleplaying games. RPGs often center exploration as a pillar of gameplay. The player goes on a quest where they travel to different locations â a forest, a temple, a gigantic man-eating monster disguised as a forest temple â to learn more about their world. Amnesia, the kind cured by exploration, as seen in The Hangover documentaries, allows me to explicitly reward the player for exploring. When the player visits a new location, talks to an NPC, or defeats a seemingly familiar mini-boss, a memory is unlocked, and that’s effectively a puzzle piece used to solve a mystery at the heart of the story. (“Who am I?”) When it’s done well, amnesia can be a strong narrative hook that integrates perfectly into the mechanics. It’s no coincidence that amnesia is a plot device used extensively throughout the Final Fantasy series. Ironically, I forgot it was used in FFIV!
So, why is amnesia tricky to pull off? Sadly, it’s become a known clichĂ©. When Spencer read my early treatment for Fallen Legion Revenants, one of his biggest notes was that amnesia is overused in JRPG stories, and he explicitly wanted to subvert the tropes of roleplaying games, not lean into them. So that was a no-go, and remember, I began working with him on the project several years ago. Now I think it’s understood to be a clichĂ© in the west, too. The various pages on amnesia on TV Tropes list dozens of examples in gaming. There’s a Wikipedia page listing games with amnesia. This recent video by popular video game YouTuber Dunkey recalls all the times game characters get “amneeeeesiaaaaa.” The video below has 1.2 million views and thousands of comments adding additional examples.
However, the list of games where amnesia is a plot point includes games praised for their outstanding narratives, classic and recent releases, such as Disco Elysium, Bioshock Infinite, Final Fantasy VII, and Baldur’s Gate 3. Frankly, I hope there’ll be many more amnesia games.
One worry I hear again and again from young game writers and narrative designers is a fear that what they’re writing is clichĂ©. It’s a blocker that prevents them from writing anything, as if stories that are 100% original are even technically possible. All fiction builds upon our collective tropes, clichĂ©s, references, inspirations, and stolen crap. Even work we find stunningly original takes elements from other work and combines them in unique ways. We stand on the shoulders of giants, and that’s a phrase you could say is, well, clichĂ©!
As creators, I don’t think we should worry about clichĂ©s. Our job is to tell the best story possible with the tools at our disposal. Genres and story elements go in and out of fashion, but that shouldn’t stop us from telling the stories we want to tell, the way we want to tell them. The sitcom format was dead until Abbot Elementary revived it. Farming simulators were considered uncool Facebook spam notification generators, but now we think of Stardew Valley. I’m sure a bestselling game will come along and redeem amnesia. Soon studios will forget it ever was a clichĂ© and insist all their games must contain amnesia.
đČ Your Turn: What’s your favorite story trope in any medium (games, books, movies, TV, comics)? Let’s celebrate the tropes we love! Reply to this email or comment with the orange button below and tell the whole world.
đš Next Week: Have Amanda and I burned out on sexy X-Men already? We tackle our greatest challenge yet: self-exploitation!
13 responses to “All Video Game Characters Have Amnesia”
Ah, TVTropes, probably my second favorite place for a wiki walk, just behind Wikipedia and before Math World. And as they say there, “Tropes aren’t bad” and as a much older saying goes, “There’s nothing new under the sun” and while I’ve never been able to find a full list, I’ve heard that there are only 7 truly distinct plots.
Can’t say I’ve really noticed that much amnesia in games… I’m more used to the silent protagonist who has essentially no canonical backstory and is mostly a blank slate for the player to inhabit.
As for favorite tropes in gaming… Hard to say… Magical girls, either of the cute witch or magical warrior variety are one of my favorite genres in animation, but I’m drawing a blank on games that fit that vibe(Probably doesn’t help that the only American example of the genre I can think of Is My Little Pony and the only European example I can think of is Winx, and Magical Girl anime suffer the animation age ghetto probably worse than any other major genre, and it’s practically unheard of an anime tie-in game not tied to a big shounen fight series to se release east of the Pacific(The US did get at least one of the Hamtaro games, but that feels like an outlier, though note I’m not counting games that had tie-in animes where the anime outdid the games in the west or where anime and game have a common predecessor and run in parallel rather than being connected to each other).
I do like genre mash-ups(e.g. medieval swords and sorcery with all the mythological creatures and robots and ray guns and aliens sci-fi in the same setting) and the kind of adsurdist humor you sometimes find in games that are unapologetically Japanese and make no effort to rewrite for a western audience… Probably part of why I logged over 400 hours in Disgaea: Afternoon of Darkness, 200 hours in Disgaea 2: Dark Hero Days, bought a Vita at launch and logged over 100 hours in Disgaea 3: Absence of Detention and was still playing all three regularly when my vision got too poor to play(It’s a franchise with both swords and guns among the major weapon types and where you can have dragons and robots in the same party plus a wacky sense of humor)… Also enjoyed how that franchise played around with typical racial moralities(e.g. half of the franchises heroes are Demons who would swear up and down they’re rotten to the core but ultimately come across more chaotic good than actually evil and the main villain of the first game is an Archangel so obcessed with law and order and so prejudiced against demon kind he comes off more evil than even the worst of demons)… The franchise’s geo effects mechanic and how it turned some battles into puzzles was a highlight as well… plus, that franchise could be considered the poster child for no kill like overkill(Level cap of 9999 and the ability to do over a billion damage in a single turn in the first game… and things only get more over the top as the franchise goes on… Oh, and the first two games have game over means reload last save and had no auto save, so those 400 hour and 200 hour figures aren’t counting time lost to game overs(in the third game, a game over just sends you to the infirmary where you can either get your injuried party members healed and your fallen party members revived or continue the game with a weakened party(You could have something like 64 units in your active party, but you could only have 10 units on the field at a time and while you could retreat an injured unit and send out another using more than 10 units in a single battle, you weren’t allowed to replace fallen units… You could theoretically run a party of 64 from full health to 1 hp each and still win, but you’d lose the battle and get game over if you lost 10 units in a single battle even if you had 54 full strength units in reserve)
Also, I heard Garfield/Sonic crossover and the first thing that came to mind was Garfield and Big the cat bonding over a fish fry.
I’m surprised I can’t think of more magical girl video games either. In tabletop, there’s Girl By Moonlight, and I’ve played the European Sailor Moon arcade beat-em-up, but I don’t think I’ve played any others, and the genre lends itself so well to games! TV Tropes only lists a small handful of games.
My all time favorite magical girl anime, Ojamajo Doremi, does have 5 official tie-ins I’m aware of and I do own 4 of them and have played a bit of one… the 4 I own are all PS1 titles, three of them being Edutainment titles that are part of the Japan-only Kidstation line, which uses a special controller that’s just the Playstation face buttons scaled up to like 3″ in diameter, and the fourth, whose title translates as Rainbow-colored Para-dice is similar to Mario Party from what I can tell… If memory serves, two of the Kidstation titles where titled Dance Carnival and English Festival, the latter a game to teach Japanese children English. Did play a bit of Rainbow Colored Para-dice on an emulator at one point, but even having taken Japanese for my foreign language requirement in highschool, just navigating the main menu was an exercise in trial and error… The Fifth game, the one I was never able to find a copy of at the peak of my importation of Japanese goods is titled Ojamajo Adventure, the Secret of Magic if memory serves and I believe it’s a visual novel and is for Windows… and was the inspiration for the fifth booster series for Ojamajo Doremi’s CCG(the first four boosters being based on each of the anime’s 4 seasons… and last I checked, there was basically no information on the English internet about any of these games beyond their titles and images of their box-art. Heck I kind of forgot they existed until right before I started typing this comment.
Also, I feel like it’s kind of criminal there isn’t a Precure All-Stars Fighter. I haven’t kept up with the franchise well since going blind about halfway through Smile’s run, but between all the cures and all of the evil Lieutenants, there’s definitely enough to fill out a modern fighting game Roster without the licensing issues a crossover fighter would present…
A âclichĂ©â I wonât ever tire of, is the DoppelgĂ€nger clichĂ©: the concept of a âdoubleâ who thinks like you, and THUS can not be trusted.
Itâs an oldskool literary trope, but has been revived with todayâs many scifi concepts:
Thereâs âevilâ goatee Spock, there were doubles in parallell world scifi show âFringeâ, there are countless doubles in shapeshifter stories (recently in âThe Boysâ), even the AppleTV+ shows âSeveranceâ, âDark Matterâ, and AppleTV+ movie âSwan Songâ have entirely novel takes on it.
Even though it has survived for decades as a tried & true clichĂ© in 3rd rate Soap Operas, whereby the doppelgĂ€nger was a longlost twin brother, or a lookalike bent on stealing an inheritance (The âAddams Familyâ movie did this one!)
Good choice. DoppelgĂ€ngers rule! I also like the trope’s cousin, the “bizarro,” who is physically similar, but eerily / evilly distinct.
And lets not forget when either is cranked up to 11 and you get the Psycho Rangers and the entire Hero Team has to deal with villainous counterparts. Bonus points when the Psycho Rangers get badass costumes that are too edgy for the heroes. Or the variant where the Heroes have to face their reflectionas a test of character/inner strength.
On a somewhat related note, I kind of like when, instead of an evil twin or doppelganger, a charactersuffers a split personality where the evil side takes over or when a character gets an awesome costume change as part of changing sides.
You’re mentioning a lot of winners here! I love the “heroes face their reflections” trope. It gives those actors a chance to play twisted versions of the same character, which is always fun to watch.
Great article! I have an amnesia mystery story (complete with memento/bioshock-style betrayal twist!) waiting in the wings for me to explore someday. It’s just such a natural impulse when you need to drop someone into a world without dumping on all the exposition of everything the character would already know, but the player doesn’t. My game is a Inform 7 game – I think it works really well for that game play, where you start with almost nothing, barely even sparse written description of the room you wake up in. (Also played a lot of Deja Vu as a kid and I want to relive that.)
I started a notion database to collect my favourite character/setting/plot tropes, nerdily tagged by existing properties that made me love them and my projects that are already using them, so when I get stuck creatively I can check it and see what I have left to play with on my creative bucket list. (As well as sort the list to see connections I might not have made otherwise.) Some highlights are “Strangers have to work together after getting trapped in a portal”, “researcher(s) who discover something and accidently wake it up”, “City limits turns the car around when you try to leave”, and just “mysterious wellness center?”
I have another one specifically for relationship dynamics and specific characters that are indexed by trope. It’s a dumb hobby but it’s fun.
Thanks for reading! I hope our game writing workshop will get a chance to see what you’re working on. Sounds super cool! I was also into Deja Vu and all those text adventure games with quadrant UI.
I agree, amnesia is terrific for pacing. A natural reason to sparse out the backstory.
What a cool idea! I love that you took the idea of “tropes as building blocks” a step further, organizing and playing with them like LEGOs. I might have to try that. The researchers one is a favorite. I love the theme park ride video variant where a researcher / engineer tells you that you’ll be part of a perfectly safe experiment (only to accidentally screw something up later).
I loveee the amnesia trope!! I didnât realise how much itâs used in video games- Iâve been working on a novel for years with an amnesia storyline and it makes sense because I play so many games.
Speaking of stardew valley⊠my favorite trope in that genre is âold relation of some sort dies and puts you in chargeâ, almost every single game follows that pattern.
Hey Ashlyn! These tropes have a way of seeping into our subconscious. Amnesia is also frequently used in animation and kids cartoons, so it’s coming at you from all sides, lol.
Oooh, good choice. I’ve used that trope before. It’s great, because as you empower the player, there’s a natural opportunity to give them backstory about themselves, their family, and their world.
Wow, both you and Grant commented. If Amanda comments, too, I think that’s a double date?
I loved this article! I feel like I was going to say something else too but I forget now.
Hey Grant! I was going to end the article with this joke and I didn’t. I’m so glad you commented it!
I meant to tell you how much I enjoyed your interview with Joey Clift on your Sonic podcast. It sent me down a very fun Google Image Search rabbit hole of Garfield x Sonic fan art. I lol’d at this…
https://www.reddit.com/r/SonicTheHedgehog/comments/xrgj60/i_still_wish_a_proper_sonic_and_garfield/