PLAY

Malindy Hetfeld GAMES ARE OVERZEALOU­S IN ASSIGNING ME FRIENDS. GIVE ME A REASON TO CARE ABOUT THEM.

Friendship­s in games often benefit the player only, but there’s more to good relationsh­ips

- WRITER BIO Malindy Hetfeld believes that game characters shouldn’t become friends from one moment to the next. She also offered Jess Kinghorn her never-ending allegiance during their first conversati­on for handling one uncomforta­ble email.

Making friends heightens the sense of discovery and emotional attachment in a game. After all, you’re rarely completely alone, and the people you meet fill the world with life and give the opportunit­y for different interactio­ns. In the games of my youth, a friend often equalled little more than a sidekick, but has that really changed?

Jak and Daxter, Ratchet and Clank, Yooka and Laylee – I’m used to games that give me a pair of unlikely besties to open up new possibilit­ies for gameplay. RPGs often come with large rosters of characters, and open worlds are awash with NPCs. What I don’t understand is why these friends are rarely more than a sentient weapon. Who are these people, and why should I care about their problems?

I see friendship­s as relationsh­ips of give and take. In games like Mass Effect, we mostly get to take. We don’t have to risk our own discomfort, but if we want to sample the alien goods, we’d better fly to the end of the known universe to kill for the privilege. Conversely, a virtual chum can show us the cold shoulder or, at worst, leave forever at the first sign of dissent.

FRIENDS IN DEED

Games that provide zero context to friendship­s are almost worse. Take Final Fantasy XV. Unless you’re willing to watch a prequel anime and buy several DLC, it’s hard to believe in the chocobros’ friendship. I guess I’m supposed to feel the love in their chats about the weather. There are of course good examples, too. It may take several parts of the series, but eventually you find Uncharted’s Nate and Sully share more than just their wit. Night In The Woods is a great example of relationsh­ips and how you have to put effort into maintainin­g them. In Final Fantasy IX, friendship­s form through getting to know each other, letting go of misconcept­ions and, yes, making up after arguments.

Friends should be more than quest givers and people who comment on your progress.

I get the idea of wanting to make the player feel in control by having masses of characters sing their praises but I want to earn it, both mechanical­ly and narrativel­y.

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