Rehabilitating the escort mission

Rm_headshot
Thursday, October 13, 2011

Man, do I hate escort missions, as all right-thinking gamers do. Sure, I can see where, in the course of decimating post-apocalyptic mutantkind, or taking out the trash in a city without pity, or ridding the world of freedom-hating terrorists, I might have to keep someone other than myself alive. But enlightened self-interest tells me to leave those clueless slobs twisting in the wind while I look after Number One.

Yet nearly every game forces me to take on that additional responsibility against my will. It doesn’t help that my faceless charge generally has the I.Q. of powdered milk…before you add the water.


Wait, does this mean I'm paying for her college?

Developers usually pull this old chestnut out to change things up and give players a different kind of challenge. Too often, it just hobbles your ability to play the game by adding a low-grade digital moron and strictly enforced babysitting duties. But if you’ve got to have them, here's a little secret to turn the worst part of a game in to the best: Make me care.

 

I don’t mean the game absolutely must give me a deep emotional investment in my escortee, but that’s not a bad starting point. If time's a factor, just fall back on a few easy narrative gags that films have used for nearly a century. The writers behind RoboCop needed a way to make their main character, Murphy, sympathetic in 10 minutes before they buried him under a ton of emotionless RoboCop armor. Solution: They gave Murphy a famously brutal, torturous death at the hands of evil men. Bingo...the audience invested in the noble victim.

It’s no accident that the two escort missions in Call of Duty 4: Modern Warfare resonate in very specific ways. In the first, you pull a wounded female pilot out of a downed chopper -- she even cries out in pain when you lift her up -- and tote her to the evac. The second makes you carry Captain MacMillan, the guy you've spent the last hour snipering fools with. Hey, what can you do? He's your partner, and a helicopter you shot out of the sky just fell on him.

Call of Duty 4: Modern Warfare
You probably sink the cue ball shot on every shot, too.

Those examples hit a key reaction. People in pain, in danger, need your help. So you help. And their sudden vulnerability isn't their fault, either...MacMillan even covers your six pretty well if you set him down in the right spot. As opposed to God of War 2, where Kratos drags a helpless translator through waves of enemies just so he can read a book. A smarter Spartan might've brought the book to the translator instead and saved himself a few mission-failed screens. Wounded in action? That's one thing. Completely helpless and dumber than a bag of hammers? That's another.

Of course, that's not nearly as bad as the gung-ho escortee who blindly charges into enemy nests and gets shot a few thousand times while you're still shaking your head in disbelief.

So there's a fine line between empathy and annoyance, and yeah, sometimes you can ping-pong over that line a lot. I avoided playing Ico for a very long time specifically because it's one long escort mission, and it's entirely true that life would be much simpler without Yorda, your charge. Shadow creatures crawl out of the darkness to get her, not you. But you fight them off with your two-by-four because she's all you've got...and her life is in danger through no fault of her own. She's the damsel in distress, and you're her only hope.

But seriously, she doesn't know how to run away from shadow creatures lumbering straight at her? Not a tough decision, that.

Ico
And when we get home, you can be my new mommy!

Ico asks you to buy into the escort mission as an entire game, and given the two main characters are both innocents thrown into an extremely unfair situation, it's not a huge leap. You want to help them escape. In a lot of ways, Ico outlines the four big rules for a smart escort mission, and they all come down to the person you're escorting.

1.    They've got to be an actual person, not a blank cipher.
2.    They have a real reason to be present.
3.    They actually need to be protected.
4.    They must have a sympathetic plight.

To that, I'll add one more: They should have enough brains to behave in ways that make real-world sense.

Give me any decent combination of those things, and I'm in. But honestly, a game should make me like this person to the point where I invest in their well-being. I already feel that way about smart, funny, innocent, empathetic, terrified, and incredibly brave Elizabeth, the lady you're hired to retrieve from the flying city of Columbia in BioShock Infinite. She may well hail from the indestructible school of party members, though I hope not. I get the feeling she can handle herself in a bad situation, and I'm willing to handle anything she can't. Why? Because in everything I've seen to date, Elizabeth never felt like someone you're dragging from room to room, hoping she doesn't lope off into some other deathtrap. Elizabeth's a travelling companion. She might even be a friend.

And that's when I really care.

 
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Comments (5)
Default_picture
October 13, 2011

 

I agree with you, but think reason so many "right-thinking gamers", as you put it, dislike escort missions is not always a matter of pathos -- caring about the person or item being escorted -- but more to do with simple player agency. The central issue with using this trope is that the player becomes dependent on another character and said person is, yes, frequently "dumber than a bag of hammers" who then restricts the allowed actions and freedom of the player. (The fact that women are so often in this role is highly problematic too.)

In those cases, the co-dependence is used as an obstacle (or easily becomes one) for the player to overcome. It's a twist in the game's mechanics and not equality in the sense or even illusion of helping another sentience. Aylx Vance of the later Half-Life games, as another example, achieves this equal footing with Freeman for one simple reason: she cannot die.

I'm worried about BioShock Infinite. I really hope you are right about Elizabeth.

Default_picture
October 13, 2011

First escort mission that ever got it right was in Max Payne 2. I didn't care much about the guy in the animal suit, but it was funny, and he was funny.

Actually, that's not true, I did start to care about him because unlike every single other escort mission I'd ever played in my gaming life, he was actually afraid of the people attacking him and ran and hid from them. Instead of just wandering stupidly into a group of enemies and standing there while I was still trying to finish off the last ones he blindly wandered into. I'm looking at you, World of Warcraft. Tie Fighter.

So the longer it goes on the more those other attributes are necessary, but for one-off escort missions I can live with the bare minimum of:

   1) It's funny or otherwise engaging.

   2) escortee is not suicidal. There's your point 5.

Default_picture
October 13, 2011

What about games like Fire Emblem, where there's character development of each character but they have the potential of dying in combat and NEVER coming back. It's almost like an escort mission built into the whole game. With that example, I'm tempted to add one more item to your list: utility. Does the character serve a functional purpose that actually helps the player accomplish their mission? If yes, then the player is already invested in that character simply because they are useful. I don't think this should be the only reason, but I think it certainly is a reason for keeping a character alive.

After reading your list again, however, this might just fall under "do they have a real reason to be present," although I think that could be two-fold, either for story development and for utility.

Sp_a0829
October 14, 2011

Remember when you had to protect the citizens of New Alexandria in Halo: Reach? Why did they just stand stupidly when they should be duck n' covered? Even though you are not obligued to save them all, they eventually ended up as one of my priorities...

After fighting the space chimpancees, save my ammo, collect new weapons, offer some cover to the other marines, avoid bloodstains in my recon helmett, watch the scenery, and... there, right there is my priority of avoid harm to the stupid blank faced NPCs who are not programmed with enough commn sense to stay away from trouble.

Default_picture
October 14, 2011

RE4, half the game was an escort mission. Some part gave you the freedom to tuck her away and play without her. The few times you were forced to 'escort' her, were never too frustrating.

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