Multiple Middles in Alpha Protocol

We haven’t said much about Obsidian Entertainment’s upcoming RPG-Shooter Alpha Protocol here at the Slowdown, tweeting updates on the game instead. I think what has kept us from being too enthusiastic is the confusing nature of the media coming out of Sega; an interesting weapons showcase is followed by a lame cinematic trailer, and so on. But what keeps me interested is the potential of the team behind the game. As I related recently, I’m a huge fan of Planescape: Torment, a 90’s RPG created by some of the developers who are now at Obsidian, including writer/designer Chris Avellone. So I’m hoping that the mixed messages are a result of sloppy marketing.

It wouldn’t be the only thing Sega’s screwing up: the game was initially to drop in October last year, but was then pushed back to “Summer 2010” without an announcement 1)http://www.1up.com/do/newsStory?cId=3176247, only to be finally dated for May 28th in Europe, and June 1st in the US. Much of the team has already moved on to their next title, Fallout: New Vegas 2)http://www.gamebanshee.com/interviews/96452-alpha-protocol.html, also slated for this year.

So, Alpha Protocol. The “first modern day spy role-playing game” puts you in the shoes of Agent Michael Thorton on a covert ops mission to investigate terrorist activity and all that jazz. It seems to be more traditional with its RPG mechanics than most RPG shooters these days (which usually only go as far as incorporating “RPG elements”), featuring a full skills system allowing you to customize your character’s physical attributes and ability to use weapons and gadgets. Each ability tree can be upgraded with skill points with passive and active skill milestones. A point in the Pistols tree, for example, can improve accuracy with the weapon; one of the passive skills early on improves critical hit chances, and an example of an active skill is the Chain Shot, which momentarily slows down time to let you mark one or more enemies before your character executes an efficient series of shots to take them all down. It reminds me of the V.A.T.S. feature in Fallout 3, or perhaps the Mark and Execute feature in the upcoming Splinter Cell: Conviction.

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Avataritis

There’s a condition spreading rather like wildfire in the gaming medium – and no, it’s not a strain of the influenza. The latest game to fall prey to this affliction is Obsidian’s Alpha Protocol:

“Michael Thornton is you. He’s been specifically designed as a blank canvas; a host for your own personality and playing style.” 1)http://www.computerandvideogames.com/article.php?id=223828

The "Original"
The "Original"

This is avataritis, or, the video game industry’s highly emotional, pandemic response to finding the easiest, most efficient solution to the very unique dilemma presented by its ever-widening player base. Leigh Alexander framed the problem appropriately – though in relation to difficulty – a mere week ago at Gamasutra: “the concept of ‘everything for everyone’ won’t help.”

Now, to offend half the blogosphere offhand: For the purpose of this article, we will consider avatar customization a convenient narrative cop-out. We shall also assume that no mechanisms are in place stopping developers from writing and designing heterogeneous yet fully structured, narrative-based computer games with carefully constructed and immutable, unchangeable characters.

Therefore, the current rat race for the best, most customizable avatar shall thus be perceived an abhorrent one, damaging to the maturing and growth of the narratives in video games. (Obviously, there are occasions wherein the “tabula rasa” scenario is a fully motivated one, either by its ludic or narrative function, but assuming this to be a default state to be aspired to seems ultimately misguided beyond the MMO.)

The remaining half, then, shall also be offended as we sequence into a discussion of the representation of ethnic (and other) minorities. I’m not going to discuss these themes directly, instead drawing attention to how egalitarian, census-oriented game criticism and research sometimes intentionally avoids the more literary functions and realities of video gaming narratives.

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