Game Narratives with Incomplete Theories

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camscottbryce

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Mar 14, 2013
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I have recently finished Alan Wake and am enjoying browsing the Remedy forums for interpretations of the narrative. I am currently working on my own theory for the game Lone Survivor by Jasper Byrne.

These games interest me because you really can't be 100% sure of EVERYTHING in the story. There are things that are ambiguous, and it seems people are always topping each other with new theories as to what exactly is going on within the narrative.

Do any of you have any games with still-incomplete theories? I'd like to limit this to games you actually enjoy. That might make it harder, but I'm looking for really compelling games.
 

BreakfastMan

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Jul 22, 2010
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Well, killer7 is probably a big one. There are a huge amount of fan theories about the story, the backgrounds of the characters, and what is actually happening in the narrative. The game gives you some information, but not a whole lot, and it presents it in a number of very strange ways. :p
 

GodzillaGuy92

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Jul 10, 2012
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camscottbryce said:
Do any of you have any games with still-incomplete theories?
I'm not 100% sure what you mean by this. Does this mean that the story of the game is ambiguous, and whose precise meaning hasn't been publically interpreted/clarified by the developer? Does it refer to theories you have about a game's story that don't match up with those of anyone else you've encountered? Or do you mean to ask about people who are working on deciphering a game's meaning but haven't reached a fully-formed conclusion yet? (Or something else altogether?)
 

Harlemura

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May 1, 2009
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I'm probably going to throw out the most unoriginal answer ever here with Portal 2.
Guessing most people that are gonna play it have played it by now, but spoiler box regardless.
At least to my knowledge, a lot of stuff about GLaDOS and Chell are never wrapped up. Like, was Caroline Chell's mother and was that why GLaDOS let her go at the end? There's hints in the turret song at the end, with the translated lyrics being "Go now my child, far away from science" or something, but that's hardly confirmation.
 

Angelblaze

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Jun 17, 2010
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Mirror's Edge. What are these 'changes' that are being made? Who is this ENEMY? Why are they oppressing our rights? What am I even DOING half the time? Why is everything in this city come with BLOOM?!!?!
 

camscottbryce

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Mar 14, 2013
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GodzillaGuy92 said:
camscottbryce said:
Do any of you have any games with still-incomplete theories?
I'm not 100% sure what you mean by this. Does this mean that the story of the game is ambiguous, and whose precise meaning hasn't been publically interpreted/clarified by the developer? Does it refer to theories you have about a game's story that don't match up with those of anyone else you've encountered? Or do you mean to ask about people who are working on deciphering a game's meaning but haven't reached a fully-formed conclusion yet? (Or something else altogether?)
Namely, "the story of the game is ambiguous, and [the] precise meaning hasn't been publically interpreted/clarified by the developer."

As for Angelblaze, I can't tell if you're joking, but I've always had that issue (and I think Yahtzee brought it up). Who exactly are the runners? Why are the police bad? It's never really explained, it always seems like "F U AUTHORITY" sort of deal, I don't know. As far as I know, there are no clues in the game though, so I have a feeling it's not being ambiguous intentionally, it's just a complete lack of information and (some) motivation.
 

Tom_green_day

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Probably CoDz. There are hundreds of theories, and several shady websites, dedicated to theories on the storyline and next maps, as it works on I suppose an episodic storyline, especially for Black Ops. Personally, I think it's much more of a 'make it up as we go along' thing by Treyarch. Still, I assume most people play for the gameplay.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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Well...Hotline Miami. If it has a narrative. I'm not entirely sure, as trying to follow the story would probably leave your head hurting. Especially the clarifications bit at the end. But also, I've heard that the developers pretty much did it on purpose, as plot wasn't important at all, gameplay was.

You could also try Bloodlines. It does a good job at keeping stuff mysterious - if you delve in deeper you might find some answers but those are not set in stone. There are several theories floating around and pretty much all are equally valid, can just pick one you're comfortable with. Or come up with one.

There is also Dark Souls, if you can call that "narrative". You're actually not told much, just given some clues to the world. And of all games, Torchlight 1/2 are similar - I know it's an ARPG and story and setting don't really matter, however, most of the setting is communicated through visuals - character models and places you explore can give you hints to the larger world. And unique items (at least in TL2) have snippets of information about the setting which sort of start to form together a picture but it's still hazy.
 

GodzillaGuy92

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camscottbryce said:
Namely, "the story of the game is ambiguous, and [the] precise meaning hasn't been publically interpreted/clarified by the developer."
Guess I can't quite discuss Portal, then, though the nature of it is ambiguous enough (despite how literal it is on a surface level) that I remain tempted. So I'll go with another favorite, Limbo, which most people waste time with by trying to puzzle through whether
the boy and/or the girl are dead (the conclusion almost always being "yes"), and how they died (usually said to be a car accident). I guess I can't blame them too much, considering the game's title and all, but there's just so much more interesting discussion to be had than the basic, literal question of "what happened," particularly in a game that roots itself in ambiance to such a degree.

For my part, I view the in-game events as the process of the boy's descent into the same monstrosity as the enemies he continually faces (or, in a more broad sense, a deconstruction of the player's "protagonistic" role in your standard video game, forcing you to do terrible things in your endless quest to move to the right - a key moment for this view being when you must resort to using several bodies floating in a body of water as stepping-stones). The first of these enemies is the spider, which is as overtly malevolent as the enemies get but whose gruesome, hopeless final moments (as well as the moment afterward, wherein you rip off its leg) still evoke a sense of pity. The wild children, meanwhile, indicate that the boy himself is in danger of becoming a willing participant in the harsh world he's trapped in. Not long after moving past both entities, the boy traps a small, innocent dog in a mechanical wheel so that it can power a weather-control machine, thus moving on from the realm of self-defense in order to exploit nature for the sake of his own reckless pursuits. The dangers directly resulting from his use of the machine coupled with the immediately-subsequent, post-apocalyptic urban environment send the message that such acts invariably yield ruin. Later, you reach a high ledge by grabbing a mosquito's leg until you rip it off, mirroring your actions toward the spider; because the mosquito is clearly every bit as innocent as the dog, this moment emphasizes once and for all that even the spider, whether it was truly evil or just trying to survive, is a victim of your own brutality.

Not long after comes the vision of the girl (interrupted by a brain worm), after which there are no further "plot moments" until the ending - which is probably the aspect of the game that has drawn the most criticism. Under this interpretation of the game, though, it makes perfect sense from a story perspective, with the boy having become so ruthless that nothing else in the world wishes to confront him; note, again, the point at which the vision of the girl is placed, and how it ultimately leaves him in solitude prior to the rest of the game doing the same. (Also, another recurring motif is a pair of moths, one flying near the boy and another near the girl, which fly upward offscreen in this scene without meeting up with one another.) He stays that way until the end of the game, where he cannot openly run up and reunite with the girl, but slowly sneaks up behind her in a predatory fashion. Appropriately, the last moment before the game ends is the girl stiffening in alarm and the boy stopping short, showing that in his very quest to reach her, he has irreversibly alienated her.