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The Failure of Character in Red Dead Redemption

Tuesday, February 08, 2011

As all the “game of the year” dust settled, Red Dead Redemption emerged as one of the big winners for 2010.  I had managed to miss the game on its release, and though the promise of an open world western setting held some appeal for me, I was still unwilling to pick it up… until now.

Rockstar’s reputation with open-world games was not as shiny in my mind as it seemed to be in the minds of so many others.  I had dabbled in GTA 3, Vice City, Vice City Stories, and even Chinatown Wars and found them all wanting.  There are several technical, gameplay, and design reasons for this, but in the interest of a more focused examination I would like to submit one key reason for why this might be: Character.  I never cared about any of the characters in those games, not least of which were the main protagonists.  Red Dead Redemption seemed poised to buck that trend.

(It’s important at this juncture to point out that I don’t believe a protagonist needs to be likable in order for me to enjoy a game or film or book.  But I do think it’s important that I care about them; and caring about a character and liking them is not necessarily the same thing.  An important distinction.)

In Red Dead Redemption we’re presented with John Marston, our hero, and the character through which we will be interacting with this world.  Marston is presented to the player as a man with a dark and deadly past out on a quest, albeit coerced, to right some of his previous wrongs.  He’s set up to be the hero of this story, and though you can chose to be a do-gooder or a right bastard in various ways throughout the game, the word redemption is in the title and there’s precious little that player can do about that.  That’s why I find several of Marston’s actions so disconcerting. 

Like it or not, Marston is the good guy here.  Even if I could have molded the main story into something more ethically dubious, I wouldn’t have made that choice (I’m one of those paragon players, I can’t help it).  And he does seem to be designed by Rockstar to be the sympathetic hero.  Yet several times I was force to act in ways that contradict the kind of character they’ve created.

The first sign that something wasn’t right happened when I, as John, was made to help a scheming and lying snake oil salesmen peddle his wares to a gaggle of unsuspecting idiots.  The man was a charlatan, John even said as much, and yet there he was pretending the salesman’s tonic was a wonder of modern science.

Just as the bad taste of the tonic event started to fade I was introduced to the grave robber.  He was a despicable and disgusting character in my estimation as well as John’s, and a character that didn’t deserve his help.  But help him he did.  At the same time he was condemning the grave robber as the worst kind of unsavory character, John was helping him move a trio of corpses for monetary gain.

The way other characters reacted to my actions as John Marston didn’t always make sense either.  Early in the game I noticed a man dragging a woman into an alley.  He then brandished a knife and stabbed her to death.  Sadly it was too late for me to save her but it wasn’t too late for me to deliver justice upon him.  Because I didn’t have a lasso (which I didn’t even know was in the game at the time), I unholstered my gun, aimed, and shot the man dead.  Justice done.  Except in the eyes of the game I was now a murderer with a warrant out for my arrest.  The street was suddenly swarming with deputies all trying to shoot me, and succeeding.  I was now the bad guy for ending the life of a cold blooded murderer.  What happened to “bring ‘em in dead or alive”?

Red Dead Redemption strikes me as an odd duck of a game that doesn’t really know what story it wants to tell.  It seems to dwell in a kind of limbo between a fixed linear narrative and a more open-ended story that changes dynamically based on the choices of the player.  As a character, John Marston is a bit confounding at the least and downright schizophrenic at worst.  He’s a disjointed, confused, and far from unified creation.  I don’t always dislike the man, I just find it hard to care about him, or the world he inhabits.

 
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Comments (5)
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February 08, 2011

I don't have much experience with Rockstar games, although I did beat GTA3 on PC last year. I actually thought the main character of GTA3 --"Claude," as he is called -- was an effective device for the player to associate with. As a silent protagonist, he doesn't commit many high-impact actions that affect his personality; he doesn't speak to the other NPCs, he doesn't have canned "self-talk" when he picks up a weapon or power-up, and so on. In this way, Claude stays close to absolute neutral in relation to the events going on around him. As a result, it's the user who places emotions on the player avatar.
Say you're playing GTA3, and you've earned a 5-star rating with the police. There are tons of cop cars after you, and the game is reaching its peak in gameplay and excitement. Claude, the character you're controlling, isn't saying a word about what's going on around him. Since he's not influencing his own state, you can then put your own emotions on the character. With all those police in tail, you could be sweating from your palms trying to out-drive them, swearing at the oncoming traffic and pedestrians, or laughing like a bloody madman until you crash and burn.
The point when you express more than the in-game character is the point when you integrate your feelings with the game and develop a direct association with the gameplay. Having a bland main character, the much-used silent protagonist, helps this by eliminating any remarks and personality cues that aren't your own.
By the sounds of your article, RDR goes the other way and purposefully makes John his own personality. There's more risk in that, since there's a bigger chance that the user will dislike the prefabricated character.

February 09, 2011

Why is Marston doing all of these things?

His family.

Just wait until Mexico and finish the game up and you see how well Rockstar set up Marston as a character.

(sorry for the vague comment, so many spoilers to be had if I ran my mouth)

February 09, 2011

That’s a fair point.  The idea that he’s doing it all for his family works as a nice catchall justification, but his motivation seems a bit at odds with his actions.  This is where Red Dead Redemption’s inherent gameyness conflicts with the narrative Rockstar seems to be trying to tell.  Is John a badass who’s willing to strong-arm anyone who gets in his way, or is he a doormat willing to leisurely take on the quest of every petty NPC he comes across (admittedly a gross binary exaggeration)?  Well, since this is a game, it bound to be that latter. 

I don’t begrudge Rockstar for making a game instead of a movie.  A game is what they set out to make and by most accounts they made a great one.  I’m merely suggesting that the character they’ve created and the game they’ve placed him in don’t form a perfect union; which sparks an argument about whether or not games are even capable of telling great stories in the first place.  But that will probably have to be the subject of another post.

February 09, 2011

It is interesting that you ask is he a doormat or not or is he a badass. You will come to learn as the game progresses Marston will start to define his character. I relate the start of RDR to East of Eden, it takes a long time to get going and really delve into the characters. Once it takes a hold though the game flies and you meet more people, the characters start to act how you think they will and some won't. 

Rockstar defintely went for the movie feel, and you can tell that from the intro on the train. Marston says nothing, but you can tell somehow his character is deep in thought about the conversation the priest was having with the young woman. 

Marston acts on his own accord, and the whole entire thing is about redemption. But is it for the things he has done in his past? His family? Rockstar does a good job of holding your hand and then really amping it up. I will also say this now. The game isn't over until the credits roll. Once they do it will feel like a cinematic experience that you got to interact with. Sure you weren't able to choose paragon or renegade with the click of a trigger, but you had to act how Marston would have acted. Even if you hated his choice. That is what made the game so awesome in my opinion. I hated Marston for the first half. Then you see his intentions, and you warm up to him, and hate him at the same time. 

Default_picture
February 15, 2011

Everything about John Marston is told to the player and we are just supposed to believe that, even though throughout the game, he barely show any of his told characteristics. For example:

We were told he's doing it for his family. Well, rather than taking on the entire country of MEXICO! Maybe he should go and actually rescue his family. And with "Dead Eye", it'd be a pretty easy task too.

We were told he had a bad past and that he just didn't know any better. So he's an idiot then. Am I really supposed to believe that John Marston, who is presented to be this ultra-civilized and "Ma'm this, and Sir that" kind of guy, would commit massacres and robberies all because "uh, I didn't know I couldn't do that?" And just because he married (again we were told this) a hooker, he all of a sudden became smart and decided "hmm maybe shooting people isn't a good thing to do." It doesn't make any sense. And there's barely any explanation at all beyond a few hints in a few dialog scenes. Yeah, that's "subtle". *facepalm*

And as further proof of his idiocy: if I was a highly wanted criminal who has a history of killing people and robbing banks, maybe my retirement location wouldn't be right next to the ****ing sheriff. And if the Feds are actually assigning people like me to start killing the outlaws, maybe the smart thing to do would be to get out of town after "rescuing" my family. Hey, they just shot all of my gang members, nah, let's stay right next to the sheriff. 

I could go on and on about the inconsistancies and just the absolute ridiculousness and shallowness of John's character, but here's the last one: the ending. I won't spoil anything, but while others feel the full impact of "Redemption" and trickery, I felt cheated. It seems like the game itself forced that ending because if it were up to me, I would've unleashed my Dead Eye hell. No. I was forced to watch John commit the single stupidest act in the entire game (besides the entire game itself) in a cutscene where (MASSIVE SPOILER ALERT HERE!!!) he walks out of the shed to get shot. STAY IN THERE AND SHOOT FROM COVER IDIOT!

/spoiler

So, after being told the background, having inconsistent presentation throughout the game, and the story just taking idiotic or unnecessary development, here we have it: RDR, the critically acclaimed game of the year.

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