Column: 'Homer In Silicon': Structure in Arkham
January 22, 2010 12:00 AM |
['Homer in Silicon' is a biweekly GameSetWatch-exclusive column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This week she takes a look at Batman: Arkham Asylum.]
I got an Xbox 360 for Christmas, and the first game I rented for it was Batman: Arkham Asylum, about which I'd heard great things. And I really enjoyed it: the gameplay was smooth and fun, and the narrative was engaging throughout. As I played, though, I found myself thinking that Arkham Asylum is a case study in the way that the commercial demands on a AAA game play against storytelling.
In order to explain why, I'm going to include extensive story spoilers for the game, including a detailed discussion of the ending and mention of several boss battles. Please don't read on if you have not played the game through and still intend to.
Firstly, Arkham Asylum starts with certain advantages over a game with fresh IP. The audience is likely to come into the game with at least some prior knowledge of Batman, which means that some sympathy for the characters is built in: we start already knowing who the heroes and villains are, and rooting for the right ones. When it comes to exposition, the gameplay doesn't have to explain Bruce Wayne's backstory fully, either. The passage that treats it can afford to be allusive rather than didactic. A player who really doesn't know the mythos can look at character biographies, but this is supporting material not folded into the plot of the game itself.
Even better, the narrative designers clearly knew what was thematically interesting in the Batman story, and built gameplay and narrative episodes around that theme. Batman is uncomfortably like the supervillains he defeats; in a world where traumatic childhood events mostly lead to adult psychosis augmented by fiendishly clever tools and toys, what should we make of the billionaire who spends his time hanging upside down in a cape?
The passages of the game that handle this are very effective. When Batman falls into Scarecrow's clutches and is forced to live through his nightmares, those nightmares are about the loss in his past and the ambiguity of his present. There are scenes that aren't exactly cut-scenes, but in which the player's interaction is narrowed so that he can only walk forward, experiencing the environment that Scarecrow has created for him. In one especially riveting passage, the game screen appears to glitch, and then the opening sequence of the game replays -- only with the positions of Joker and Batman reversed. For a brief period, the player actually controls Joker before the focus shifts back to Batman.
Following each of these episodes of nightmare and memory, there's a level of fighting against Scarecrow. The villain becomes super-sized, and the landscape is broken down into a surreal structure of half-ruined buildings floating in space. A single glance from Scarecrow is enough to kill, sending the player back to the beginning of the scene. Direct confrontation is impossible, and it's necessary to sneak around, crouching behind shattered brick walls and damaged crates, ducking Scarecrow's lamplike gaze. To facilitate this, the camera moves back from the action, so the player can see more of the terrain at once; but this also means that he is playing an absurdly tiny and nervous-looking Batman.
Batman's relative helplessness in facing his own past and questioning his sanity are all the stronger because of his freedom and commanding power in other portions of the game. For most sequences, he is the predator, dispatching guards with silent takedowns, stalking from above or below. The contrast is what makes the victim mode so powerful.
The end of the game just misses cashing in on this skillful development. Joker injects both Batman and himself with the Titan serum he's developed to cause monstrous growth and aggression in his minions.
There is a moment of choice here: should Batman accept the change in order to become more powerful in his anti-Joker fight? Or should he struggle to remain human, risking his life and his quest? This is a terrific dilemma to have, because it brings the thematic material (is Batman savior or lunatic?) into play in the main plot problem (will Joker be able to develop Titan fully and then inflict it on Gotham?).
With iron will, Batman resists the physical change long enough to inject himself with an antidote, choosing to fight the Titan-enhanced Joker in his own weaker (but at least human) form.
It's a cool story moment. It's also a cut-scene. After participating in Batman's nightmares and coming to understand his motivations, we're excluded from the vital moment when he acts on them. We don't get to make the choice ourselves (which would have required implementing two versions of the final fight), we don't have to struggle against the change (though there are numerous other parts of the game where the player must press A repeatedly to do something physically taxing), and we don't even get to perform the injection.
Not letting the player make this choice fits with the narrative strategy of the rest of the game. The player really has never had the opportunity to define Batman's personality, only to help him act on it. Batman is a well-shaped protagonist already.
But by making this passage totally uninteractive, the designers cripple what ought to be the most important scene in the story. We do not experience this as a difficult moment -- either in the sense that Batman might be tempted to accept the change, or in the sense that it is physically hard for him to fight. Even if they didn't want to give the player the option to make Batman act out of character and accept the Titan change, they could have used the gameplay to dramatize the scene, as they did successfully in many other places.
Instead, the challenge comes afterward, in the form of yet another boss-level fight much like many we've fought before; there's a new gimmick for how to defeat the Joker, but the need to batclaw him to the ground at the right moment is not significantly different from the gimmicks (carefully-timed batarangs, e.g.) we've already used on plenty of other bosses.
The story would also have been substantially stronger if the game were shorter. There are a lot of well-designed fights, but the majority of them are not thematically or narratively interesting in themselves. The game would accomplish the same set of story goals, for instance, if it had incorporated fewer of the supervillains at once, and this might also have spared us some boss battles with less-than-inspired play. I liked the transformations that Poison Ivy brought in the landscape, but defeating her was one of the most tedious and aggravating parts of the game, and from a story point of view, I didn't feel there was a lot of need for it.
One might argue that Ivy's ecoterrorist impulses show what it looks like when vigilantism goes wrong, but there's not much in the game that effectively draws a comparison between Ivy and Batman. And Killer Croc brings even less to the development of the narrative line. He really is there only to make certain tasks more demanding. The confrontation with Croc is foreshadowed well in the earlier parts of the game, but that still doesn't make his contribution to the plot especially meaningful.
The thing is, it's easy to understand why the designers made the choices they did. They need to accommodate a wide range of players. I'd be happy with a short game with a strong story, and would rather have had extraneous battles relegated to optional challenge levels, where I could come back and play with them outside the context of the narrative. That's not everyone's preference, though; some people are more interested in the choreography of combo-building fight scenes, and press B to skip through the dialogue segments. (Confession: I am terrible at combo-building; I didn't ever get to use a couple of my upgrades, and I played the whole game on Easy mode. My sister and I took turns on the bigger fight scenes because we found the gameplay there often frustrating and difficult.)
Then, too, there's a need to make the game long enough to earn its price tag. Indie designers writing short games for a small price have a positive artistic freedom in this respect.
So it comes down to marketing, but not in the way that marketing is usually blamed. Arkham Asylum is a well-thought-out piece of work; it deals in subtleties. The writers are obviously interested in characterization, especially for the protagonist. I never felt that the game had been written to be deliberately dumb, or to appeal predominantly to an adolescent mindset. While it may be using licensed IP, it is doing something imaginative and thoughtful with that material. I repeatedly had the feeling that I was playing something by people who understood that games tell stories in a different way than other media do, and who were familiar with their toolset. There's no cynicism, pandering, or incompetence here.
But it is still hard to write a good story for an audience that includes people who are going to skip through the cut-scenes. It's even harder to write a focused narrative that remains compelling over 20 or more hours, especially without the explicit episodic structure and mini-arcs found in a season of television. And -- well, I don't know this for sure, but I would not be surprised to learn that the final scene of the game might have been developed differently but for scheduling concerns.
Arkham Asylum is a good game and has a good narrative. Given prudent editing and a stronger ending, it could have been something much more dazzling: a potent, indie-like blend of gameplay and story, delivered with AAA resources and quality.
(Disclosure: I played a copy of this work that I rented at full price. I have had no commercial affiliations with the publisher at the time of writing.)
[Emily Short is an interactive fiction author and part of the team behind Inform 7, a language for IF creation. She also maintains a blog on interactive fiction and related topics. She can be reached at emshort AT mindspring DOT com.]
Categories: Column: Homer In Silicon








12 Comments
Please. How can you end it like that?
"Arkham Asylum is a good game and has a good narrative... blah blah"
You're deluding yourself.
You really though that narrative was good? I can understand you enjoying the game, as you're obviously fairly young when it comes to gaming.
alastair | January 22, 2010 2:28 AM
Yes, you are _obviously_ very young because you _obviously_ don't know as much as I do! Because if you did, your opinions would reflect mine.
alisturr | January 22, 2010 3:17 AM
Interesting article. I've played it a bit, and I imagine if I'd gotten to the mentioned intro-swap sequence maybe I would've thought more of the game than I did. I had my own issues with the characterizations, but, it was great from what I played and I'm looking forward to picking it up some day, and maybe seeing where they go with the story.
@alastair: Would it be too much to ask that you not bother posting if the most cogent thing you can think to say is, "You're a stupid noob"?
P.F. | January 22, 2010 3:29 AM
If you found the "fake glitch" feature interesting, I recommend taking a look at the GameCube game Eternal Darkness, which is basically a case study in the use of fake glitch effects to represent Lovecraftian insanity.
There's even a sanity meter!
Also, lots of neat historical stuff: at one point, you get to fight zombie Charlemagne, and in a later sequence you go back to the same church as a World War I-era reporter and fight the zombie version of the character who fought zombie Charlemagne.
DSimon | January 22, 2010 6:06 AM
A good read. Batman AA was one of the top games of the year, and I'm glad it's attracting this type of conversation, because the game warrants it.
I'd have to say though, that I felt the game had a good balance, maybe even a perfect balance, of action and dramatic elements. I can see where you're coming from re. the throw away battles - but I would argue that this too is an aspect of Batman that Rocksteady has expertly navigated.
As you mentioned, Batman is a well defined character, and yet, looking at his history, he seems to have been many different things over the years. From a costumed adventurer, to a figure of horror, more recently, a psychological approach, a childrens icon, and of course, a simple brawler.
Having Batman expertly dispose of thugs is part-and-parcel of the Batman experience. Sometimes, I felt like the game maybe had not enough combat - but on further reflection it was something balanced perfectly with all the other elements that make Batman.
As an example, I would often reset the stealth rooms or brawls to my last save, if I had taken too much damage - simply based on the belief that Batman would never have fumbled so poorly, get caught or sustain too much damage. In other words, the better you are at the game, the more like Batman you become. The game demands of you to become an expert at combat, otherwise you aren't truly being Batman.
I do agree that the boss battles and the Joker fight were disappointing. In a world where the villains help define Batman as much as Bruce Wayne himself, it's unfortunate they they aren't as creative as they could have been (with the exception of the Scarecrow). I think Metal Gear Solid and it's Boss fights could be a useful model for this - and I imagine the developers are big fans of Kojima's work, you can his influence permeate through Batman:AA.
I think part of the problem comes from delivering a satisfying, yet conventional, Boss fight in a game, where in fact none might necessary at all. But that might not be satisfying in a "gamey" sense. If you've read Alan Moore's "The Killing Joke", you might have seen what is quite possibly, the most satisfying "end" to a Joker confrontation in Batman lore. And no they don't punch each other in the face.
Lastly, I'm reluctant to give credit to "indy" games as a blanket term for perfect gameplay/story synthesis. Of course there are good games out there, ones that are experimental and intriguing, and mainstream games can learn much them. But I think it's simply to easy, and incorrect, to describe indy in this way, and as a genre in itself.
Mainstream games have their own concerns, and the final product of Batman AA proves to be more fascinating than most others (indy or otherwise) because of the delicate balance it strikes between market forces, gameplay, narrative, and even the larger mythology at work with the character.
rey-o | January 22, 2010 7:25 AM
I find that a lot of issues with modern games do come from both the pricing structure of bought-on-disc games (as you say, you need to justify the $60), and the way reviewers review these titles. The metric used to evaluate them almost always includes a play-time evaluation. For games with a strong narrative, there's usually no replayability and if you don't provide at least twenty hours of gameplay in the main plot, you get dinged for it in reviews. Add to that that the reviewers are often expert gamers, so they cruise through the game faster than the average players and there's really some challenge in providing enough content to not get called out for your game being too short these days.
Outside of strongly narrative games, I find a lot of irritating tricks get trotted out to extend the number of hours of gameplay you can claim: difficult unlockables, unlockables that don't really affect gameplay very much, skill levels or features you can't access until you've completed the whole game at least once, etc.
And yet, despite all this, I think Portal was both one of my favourite games (and very well-received in the press and among players) and also one of the shortest games that I've played in some time. But it did come out as part of a bundle, which got them off the hook for length and value criticism.
Irfon-Kim Ahmad | January 22, 2010 7:31 AM
I struggled to understand why the ending was so unsatisfying, even separated from the mechanics of it. I had completely forgotten the injection, and the serum that was immediately brushed under the carpet via the cutscenes! Good article.
I am certainly in the camp for shorter, more focused games, with more 'end-game' content also. Most games, even most great games, have trouble in their final acts. Whether time, budget, or planning is the cause remains to be seen (it's a unfortunate fact that most gamers never reach the conclusion anyway).
@alastair - You might not realise that Emily is a writer and designer well known for her outstanding IF work. If anyone could atest to narrative in a game, well...
And that's not to say, her opinions should carry more weight than the arguments atest to, but you do look a bit foolish.
Paul | January 22, 2010 8:44 AM
Having played the game myself, I don't have any problems with Emily's assertion that the game has a good narrative. If only all games could be competently written with consistent characterisation!
I imagine that the announced sequel is going to be very interesting: while it appears to be stretching the premise to its breaking point, the developers have mentioned in interviews that they're aware of the strengths and weaknesses of their previous game. I'd imagine that the narrative experiments are going to be more prominent, and while there probably still will be boss fights, hopefully the characters will be used better and the boss fights will be more interesting. Considering the success of the previous game, I'd imagine Rocksteady have the freedom to innovate, if they so choose.
Merus | January 22, 2010 12:33 PM
"Waaah, the game is too long."
Yes, because obviously if a game is awesome to play and you're having a ton of fun while playing it, it needs to be shorter to appease the five-year-old's-attention-span crowd.
Thanks for being yet another voice in this inane argument. In a few years we'll have games that last 25 minutes. Because of people like you.
Ugh | January 23, 2010 10:23 PM
@rey-o: Fair enough; it may be a little unfair to describe tight narrative/gameplay synthesis as an indie virtue. It is something that I've seen a lot more indie games overtly moving towards recently, though.
@ugh: as it happens, I'm perfectly happy to play games that last 25 minutes (and there are already quite a few out there in the world). But what I'm really looking for is not brevity so much as a strong match between the amount of game content and the amount of narrative content. (If narrative is what the game's trying to do in the first place. This is not a relevant argument for Tetris or Pac-Man.)
You're measuring the game as a purely entertainment product, and if that's what you use them for, that's valid.
I'm measuring more in terms of what I take from the experience when it's over. If what I take from 20 hours of playing is something I could have gotten in 10, though -- with more narrative impact and less time replaying boss fights that are purely frustrating -- then I'll prefer the 10-hour version.
Lots of people just stop playing games after they get bored with the gameplay, I realize, but I find that a very unsatisfying way to experience a game, because I don't feel like I've really played it unless I've finished whatever is provided as the main campaign or story line.
Emily Short | January 24, 2010 1:09 AM
"Lots of people just stop playing games after they get bored with the gameplay..."
Yep, my time is so limited these days that often if I get bored playing something, it's over for that game. Why waste time playing something I'm not having fun with?
I'd rather play a concise, pithy game that's enjoyable the whole time versus a game that's drawn out just to justify a $60 price tag. But, of course, I wouldn't pay $60 for a 25 minute game, either. :-)
Mister Raroo | January 24, 2010 11:10 AM
This isn't directly related to Batman AA, but more a response to the last couple comments:
I've sometimes wondered why large developers don't produce shorter, cheaper games. I can only assume it comes down to the economics of it? That the costs to produce a game that people would be willing to pay , say, $30 for and the costs to produce a game people are willing to pay $60 for are actually very close and hence it would be a waste of money to produce the game with the $30 price tag?
fnord3125 | March 20, 2010 10:10 PM