In literary studies, tone is described as the author’s feelings towards their own material. Often, we can’t ask them their opinions (cause death is a cruel, cruel woman we all must chase after at some point) or the author straight up lies. Therefore, people study the tone of a passage to discover the writer’s thoughts. This idea works fine and dandy with books, but not so well with video games. There are two main reasons for that:
- Pinpointing the author of a game is harder because it is a group effort of tons of developers, writers, and translators
- There is little “direct” text to study, as video games are often more about combat and contain less text than a classic novel (looking at you War and Peace)
So now the problem becomes how do you think about video games, an art form of little text compared to player input. How do you analyze tone in something the player affects and the writer has no control over? The answer is simple: make the player play the game the way you want.
Authors do not always actively place tone in their works; it can be subconscious. Video games are likely more on the subconscious side of the fence. This is because of how many people actively place content into a game as well as how that content must be absorbed by the player. The player is given information that can best be used in a specific way, and it is up to the player to figure it out. However, since the game is often best enjoyed if the info is used the “correct” way, players will most likely seek out the correct way. This method of interpreting the info is the tone of a video game.
Let’s use Shin Megami Tensei IV as an example. The ludology of this game is as follows: collect some demons, use their magical power, become an undefeatable badass in this arcane style of turn-based hell. The tone is in the second step, using the demon’s powers. The creators gave each demon specific powers. This is the info the player must use correctly to complete the game. Here is how this plays out: The player is running through post-apocalyptic Tokyo. The player gets a random encounter. *Pokémon battle music begins* Ta-da, a new demon. Ooooooooo!!! Gotta get this one. This one is Loki. Alright, here we go. Successfully tricked Loki into being my friend and serving me as one of my demons. Now time to use him in battle and see how his powers work. There is the kicker. The player uses Loki and see his powers, powers chosen for him by developers. Loki has specific moves, elemental strengths, and weaknesses. Loki learns ice magic, support skills, and one status affecting move. He resists ice, force, and dark magic while completely nullifying gun attacks. Apart from making him O.P. as hell, the developers, whether knowingly or unknowingly, placed their tone in these decisions. Loki resists dark magic. You as the player learn this and then chose to use him against demons who favor dark magic. You are successful and then continue to use him against foes specializing in dark magic. The same process occurs with enemies who use guns. You start to associate Loki with strengths to guns and dark magic. What kind of creatures use these weapons? Guns are used mostly by humans gone mad or humans who attack the player. Dark magic is used by demons traditionally associated with “negative” forces in life, such as death or torture. So when do you, as the player, see Loki on your screen? … Only when there are negatively perceived humans or negatively perceived demons on the field. You start to associate Loki as a ruler over these types. He is unaffected by their powers.
April 21st, 2018