Last week, I promised to return to the topic of adapting linear works to interactive media by discussing the possibilities regarding Shakespeare's play, Henry V. That's a bit of a daunting task, but we'll see how it turns out.
Warning: there will be spoilers. Though I do assume some familiarity with the play (so the context of some scenes will be missing), this discussion requires talking about specific elements of the story and how they could translate into gameplay, so naturally, if you've somehow managed to miss this story and you don't want it ruined, I recommend you watch one of the many film adaptations (Kenneth Branagh's is quite good) or simply read the text online before reading any further. Otherwise, let's do this.
This particular play would work in many gameplay genres due to its nature as a war story, since combat is basically gaming's default setting. It would likely take some interpolation, specifically the addition of various historic battles (since this play is based on actual historical events) besides those portrayed in the text, in order to elongate the game. This would especially be necessary if this were an action game, since the action genre has little more than simple combat in the way of gameplay; an interesting way to present it in this case might be to present the story from the viewpoint of one of the soldiers, witnessing the events of the play from an outside but involved perspective. In order to avoid such intense and widespread interpolation just to make the minimally accepted playtime, however, Henry V would more effectively be adapted as an RPG. While it would be interesting to talk about gameplay and combat mechanics, this site is about storytelling, so let's talk about the story and the mechanics behind it.
Much of the personal conflict in Henry V comes from Henry’s struggle between his responsibilities as an authoritative king and his moral standards, especially those regarding his old friends. In the story, he makes many difficult decisions along these lines, such as when he hangs his old friend Bardolph for insubordination. These kinds of choices are exactly the kinds that RPGs thrive on; they will not affect the overall outcome of the story (it is perfectly reasonable to assume that, for instance, had Bardolph not been hanged, the overall story would be largely unaffected), but could have an affect on some of the details and allow the player to shape Henry into the kind of king they want to be. These types of choices are ideal for a RPG.
In fact, this story lends itself quite easily to a traditional Western RPG model. For one, RPGs in general are not completely centered on combat; they also include some degree of dialogue (often allowing the player to choose how the player character responds in various conversation events) and miscellaneous sidequesting. This means that even the non-combat scenes of the text could be interactive to an extent. For instance, the player could choose how strongly to react to the Dauphin’s insulting message; perhaps Henry could lose his temper and respond violently, reply in a composed but resolute manner, or he could shrink at the idea of war (though of course, for the sake of the story, his reaction would dictate his character more than the story's events, since the war kind of needs to happen).
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| That's assuming a model similar to Mass Effect's dialogue wheel; there could very well be more options as well. |
However, all these choices fall flat if there is not some sort of impact on the story. The player must feel like they are shaping things, which will not be accomplished if the story remains unchanged despite their actions. Again, the nature of this particular story makes this relatively easy to implement.
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| But we will most certainly not be considering Roger Ebert's "naked and standing on their hands" comment. |
However, that would be overlooking the greatest potential of video games as a medium. While Henry’s personal struggle can be observed while reading the text, attending a performance, or watching a film adaptation of Henry V, the player of a video game can actually experience this struggle. Rather than learning from the way in which Henry responds to these pressures, players can learn more about themselves based on the decisions they would personally make in the situations the game puts forth. As Daniel Floyd said in the Extra Credits episode Enriching Lives, “This is the unique power of games as a medium. They ask us to live our decisions. In this medium, we cannot be spectators. We are forced to confront our own actions, and that forces upon us a level of introspection."
So in the end, it's actually quite possible to make this conversion. It does take some flexibility; absolute, unshaken fidelity to the source material cannot be the driving force when adapting a linear story to an interactive form, though I'm sure some Shakespeare purists will not be happy about that. More important than complete fidelity, however, is to take advantage of the storytelling elements and techniques that can only be accomplished through this medium, and in doing so, hopefully offer something to the story and the player that they could not have from non-interactive media.
Hopefully this little brainstorming session has been an interesting read, and perhaps has inspired some further thought into the idea of adaptation into video games. See you next week!




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