Monday, January 12, 2009

On Assassin's Creed's "Interruptions"

In storytelling, there is a pattern where suspense is built, then released. Once established, the degree of suspense built can be increased with every iteration of the cycle, until the storyteller reaches the climax of the story and the plot is resolved. Alternatively, he or she, after having established the pattern, can deny the release until the pressure has built to a fever pitch, making the release that much more intense whenever it comes.

Normally I'd be talking about a movie, not a game in this respect (just a personal peeve, each seems too disparate a medium to be trying to compare directly), but in this I think that this principle can be applied very well to the flow of modern games. I'll use Assassin's Creed as an example (it's been a while so bear with any inconsistencies): Going into the scenes where you actually slay your marks, everything is calm and quiet (though it is possible to bust in the front door most of the time, it isn't the most successful strategy and not the one I'll use for an example here). Tension builds as you near the target (and you're forced into seeing an example of the exact kind of villany the mark is about to die for). The release comes when you drop in on your target and deliver the neck stabbin', while the chase afterward (however tense) is, in fact, the falling action.

Now, that's the cycle for the actual assassinations. After each one, however, the overall stakes are raised: The player's equipment gets upgraded or he learns a new attack, and the guards in the game become just a little more aware of Altair's appearance. In this, the tension of the entire game is raised, and a release from this is also required for the cycle to be complete.

I'd argue that being booted out of the memory after a successful execution provides that release for the overall tension being built by playing through them. Some called it an interruption; I call it an intermission. When I was playing through, I found myself actually looking forward to these sequences (not just for the curiously faithful representation of the deliciously demure Kristen Bell). Maybe it was only for the bits and pieces of story it meted out at a very deliberate pace or the light adventure game elements it put before me, but whatever it was, I think the entire game might have been a little bit flatter without them.

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