PLAY

FANGS FOR THE MEMORIES, BUT WE WANT MEATIER DECISIONS TO GNAW ON.

Games should learn to let us lose, and even die, a little more gracefully

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My teeth are sunk into Dontnod’s Vampyr once more. Blood-sucking doctor Jonathan Reid is caught between a rock and the Hippocrati­c oath. As you decide the ultimate fate of a number of key NPCs – often pillars of the handful of communitie­s that are eking out an existence in post-war London – it’s difficult to discern the immediate outcome of your decisions, or identify which choice is the archetypal ‘right’ one.

Vampyr definitely still uses the usual RPG suspects of ‘good job, hero,’‘wow, you’re evil,’ and ‘I’m hedging my bets’ choices for a lot of its character conversati­ons. However, key decision points present few ‘easy’ options, especially as things usually don’t end well for anyone involved with Dr Reid. Don’t get me wrong, it’s still a classic ‘hugely ambitious but definitely doesn’t stick the landing’ 7/10 game. Amid its hokey vision of a London even gloomier than the real thing, I began considerin­g how wish fulfilment, power fantasies, and an emphasis on playing ‘optimally’ (even in more story-focused games) have become our medium’s bread and butter – and it’s time for something other than toast for every meal.

ROLE MODELS

There is the concept of ‘playing to lose’ within LARP; by not trying to win, by making in-character mistakes, players can introduce compelling conflict to create more interestin­g, collaborat­ive stories. For example, a recent event I attended uses a system in which it is difficult for player characters to die. Neverthele­ss players chose to terminate their characters in order to facilitate impactful story and developmen­t for others. There was even a funeral where in-character respects were paid!

It brought to mind Dr Reid’s confession to Father Larrabee on the steps of St Mary’s Church. How you choose for Jonathan to grieve is a highly personal moment that packs a wallop. It’s a refreshing change from many RPGs’ emphasis on ‘say the right thing and everyone will love you,’ and I can’t help but feel that games should learn to let us lose a little more gracefully than ‘game over’ or the absolute worst ‘Bad End.’

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