A professor of mine once presented a lecture as “an expression of doubt and a plea for help.” He wanted very much to believe that a particular argument we were discussing was true, and yet he saw too many problems with the argument to believe in it. Thus, he was expressing doubt in the argument, while also asking his students to help him find a way to make that argument work better.
I want to frame this commentary on Xenoblade Chronicles X in the same way that my professor framed that lecture: an expression of doubt in the game, and a plea for readers to help me see something in it. Regulars of With a Terrible Fate know that I am a vocal proponent of the philosophical richness of Xenoblade Chronicles; I eagerly dove into Xenoblade Chronicles X (I’m just going to call it “Xeno X” from here on out) expecting that same sort of philosophical richness. I was tremendously disappointed, and quite frankly felt robbed–that’s how much I was let down when I compared Xeno X with its most immediate predecessor. Although this piece is an explanation of why I felt so let down, I don’t want to feel robbed by the game; so, please, if there is something I am missing or that I have overlooked, I am eager for someone to let me know.
With preliminaries out of the way, this article, as I said, is in principle a very negative review of Xeno X. More specifically, I argue that Xeno X promises to confront deep, interesting, metaphysical questions especially salient in video games, but ultimately only confronts broad, generic philosophical questions that can be addressed virtually anywhere. I first discuss the promised philosophical themes: the ways in which the game hints at certain philosophical puzzles, encourages (and indeed requires) the player to pursue missions that seem likely to shed light on those puzzles, but never actually follows through on these ideas. Next, I discuss the philosophical themes that are present in the game, and argue that, although certainly interesting in other contexts, the overall architecture of the game precludes these themes from being salient. Finally, I consider the fact that Xeno X is obviously set up for a sequel–I argue that, far from being an excuse for the game’s unfulfilled promises, this particular sequel dynamic is symptomatic of a severe problem in popular storytelling today.
(As always, spoilers abound–for this game, and for Xenoblade Chronicles.)
I. Teaser Metaphysics
The best way I’ve found to describe the universe of Xeno X on its most fundamental level is as a “teaser metaphysics.” I mean to say that every deep metaphysical concern that’s apparent in the game’s universe is of obvious importance throughout the game, and yet we never actually discover the substance of those concerns. Elma says multiple times during the game that “there’s something about this planet.”[1] In my estimation, this is a perfect tagline for the game: it’s always clear that something strange and interesting is happening on the alien planet of Mira where mankind has relocated post-alien-annihilation-of-Earth, but it’s never clear precisely what that “something” is. I’m going to offer a list of the three (and only three) moments I felt were interesting in this way, which the game never followed up on; then, I’ll discuss why I think the game’s architecture forced the focus onto these moments in a self-destructive way.
- What are we talking about? (Ch. 5)
When the player’s character, together with Elma, Lin, and the irredeemable Tatsu discover a group of imperiled Ma-non in Chapter 5–alien races abound on the world of Mira–Elma makes an observation about how strange it is that she and the other humans can perfectly understand all of the aliens they’ve encountered thus far.
Elma: “Tatsu, the Ganglion, and now these Ma-non… Don’t you find it a little odd that we can understand these alien languages?”
Lin: “Huh…good point.”
[…]
Elma: “Tatsu, did you study our language?”
Tatsu: “Friends’ language?”
Elma: “What language are we speaking right now?”
Tatsu: What language? Nopon, of course! Friends’ Nopon very good, by the way.”
Elma: “See? Xenoforms have different anatomy, physiology–different vocal setups in general. It seems likely they would struggle with out pronunciations. And yet, here we are, conversing.
Lin: “But if they can’t even produce the sounds… this shouldn’t be possible.”
Elma: “No, it shouldn’t be. Unless, our words aren’t being perceived as sounds at all. Maybe our intent is getting across some other way… But how? Could it be something about this planet?”
Lin: “Heh. Someone sounds pretty intrigued, huh.”
Elma: “Well, what if it IS some kind of new phenomenon? Aren’t you curious to learn more?”
Lin: “All right, now you’re starting to sound just like L.”
Tatsu: “Okay, already! Friends talk less, help Ma-non more!”
And, with that, the scene devolves into one of the story’s many jokes about Lin cooking and eating Tatsu. Just as we’re broaching metaphysically salient territory, the game drags us back into tired jokes about eating its most frustrating character.
Why is this dialogue so interesting? Well, besides the obviously interesting idea that different species are somehow able to perfectly understand one another as though they were all speaking the same language, I initially thought this dialogue was suggesting that the game was philosophically aware that it was a game. What I mean by that is this: I’ve argued several times that one of the most philosophically interesting things about Xenoblade Chronicles is that you actually can’t make sense of its story unless you understand the player to be a character within the game’s narrative. In this way, the philosophical content of the game depends on its status as a video game, which I think makes it uniquely interesting. So I initially thought that, like Xenoblade Chronicles had done previously, Xeno X was created interesting philosophical content based on its status as a video game: perhaps everyone could understand one another because their intents were being represented directly to the player. This would make sense since the entire game is literally conveyed to the player, and the player is at various times able to hear Elma’s thoughts (for example). It would also be a way of explaining Elma’s cryptic comment here that speaker intent is being expressed without relying on the phonetics of language: perhaps the idea might be that the entire world, in virtue of being a video game, is simply encoded information that is then represented to the player in a comprehensible manner.
The above analysis is speculative because, so far as I can tell, the game never follows up on this discussion. This is teaser metaphysics at its finest: as though mocking to the player directly, Lin responds to Elma’s curiosity by saying, “Heh. Someone sounds pretty intrigued, huh.” But perhaps I’m being unfair–perhaps other philosophically salient material in the game provides us with the analytic resources to make sense of this language puzzle.
Unfortunately, I don’t think that’s the case: everywhere I turn, the game just provides more teaser metaphysics.
The unstoppable success of an avatar. (Ch.8)
This case is a little less straightforward than the language puzzle we just discussed, but I hope to convince you that it’s just as much a case of teaser metaphysics. In Chapter 8 of the game, in which alien forces attack the human city of New L.A., two aliens–Ryyz and Dagahn–confront Elma, Lin, and the player’s character within the city. As Ryyz approaches, Lin trembles in fear.
Ryyz: “You’re right to be afraid, little girl. [To Dagahn:] Let’s kill her first.”
Elma: “Lin, stay calm. Don’t let them into your head. We’ve faced worse than this before–and we’ve won, every single time. Don’t forget that.”
Lin: “I know…”
I want to suggest that, because Xenoblade X is a video game, Elma’s words of encouragement to Lin are much more interesting than they appear at first.
Here’s an obvious fact about most video games: if the player of the game makes a mistake, the character(s) she controls can end up dying, and then the player has to repeat the narrative from a certain, earlier point, until she succeeds in progressing without dying. Certainly not all games work this way, but the majority does, and Xeno X is in that majority. Moreover, the exchange I quoted above comes two thirds through the main storyline of Xeno X–so, while it’s certainly possible that an adept player could have reached this point without her party ever dying, it’s very likely that her party has died at least once, requiring her to “try again” in the very standard way that video games expect of their players.
But now we have an interesting puzzle: there’s a sense in which what Elma says to Lin is just not true, because, if the player has failed at some earlier point in the narrative, then the party hasn’t won “every single time.” There’s also a sense in which Elma is right: the player, after all, have to succeed once in every story mission in order to make it to the current point in the narrative, regardless of how many times she might have failed along the way. So, this seemingly throwaway line actually suggests that something very interesting is going on in the world of this game: somehow, the game only “counts” the player’s successes as meaningful, disallowing the player’s failure as constitutive of the game’s narrative. This could be an interesting commentary on the discrepancy between a player’s experiences on the one hand, including both failures and successes, and the experiences of the game’s characters on the other hand. Indeed, the mere fact that Elma says something so unusual and applicable to the nature of video games suggests that some sort of special relationship between the player and the game’s world is at work.
But again, I must speculate because the game never follows up on this idea. There is hope that it might be explored–after all, the fact that all the humans on Mira live in replaceable, robotic, “mimeosome” bodies points to this same theme of the game’s world having video-game-esque metaphysical dynamics–but the idea is never fully articulated. Nor does the game offer us the resources to meaningfully theorize about this dimension of its world. I held out hope until the very end of the game, and a single line led me to believe that these metaphysical dimensions of the world might be explored after all; but, as we shall see, that line ultimately turned out to be another red herring.
The one being who wasn’t on the computer. (Ch.12)
After the final confrontation in the Lifehold Core against Luxaar and Lao, Elma pauses to reveal something unexpected to the rest of the party.
Elma: “The truth is, exactly one mim in New LA…actually is being controlled remotely from a real body held in stasis here.
Lin: “Wait, someone isn’t stored in the database with the rest of us?
Elma: “That’s right. This was a special case.”
Whereas everyone else who fled Earth and arrived on Mira had their consciousness stored digitally in a computer database, controlling mims (i.e. robotic mimeosome body) from that database, there is one mim controlled by a real person. At this juncture, I was prepared to be very impressed with the game. It seemed to me as if the game were about to answer all of my questions. What better way to explicate the special metaphysics of a video-game world than by having a character within the game point out that the player’s character is being controlled by a “real” person–i.e. by the player?
If Elma had said that a real person was remotely controlling the player’s character, various otherwise inexplicable or underwhelming aspects of the game might have started to make much more sense.
For instance: the character-creation aspect of the game, I submit, feels very contrived and forced. The player initially appears to have a wide variety of choice in being able to customize nearly every aspect of her character–appearance, voice, catch phrases, etc. But it quickly becomes clear that this aspect of choice is superficial: the player’s character never has an actual voice in cutscenes, and has a limited number of oft-repeated catchphrases when engaged in combat. The only way the player’s character can have input in cutscenes is by the player choosing, at various junctures, between several lines of text for her character to “say” (though, again, these lines aren’t vocalized). And this choice element is superficial: virtually no text choices the player makes can seriously influence the plot of the game. The game’s narrative is linear, and, as a result, the player will be “pushed” towards a single outcome of events regardless of the “choice” she makes. When my party discovered Tatsu, I tried to use every dialogue choice available to me to leave him behind and not let him join the party (as I mentioned, he seems, consistently, to be more of a nuisance than he’s worth–and not in the trope of a character you “love to hate”).
So the choices the game appears to offer the player don’t really matter, whereas at obvious choice-points in the narrative, the player has no power. For instance: after Lao betrays the party and the party defeats him, Elma wants to kill Lao as punishment, and Lin tries to stop her. This is an obvious choice point where, if choice really matters, the player should be able to choose a side for her character to take: side with Elma, or side with Lin. But this doesn’t happen: the player’s character automatically sides with Lin, forcing Elma to stand down. And of course, this must be the case–since Lao ultimately reappears in the final battle of the game, and the narrative is linear, it couldn’t be an option for Lao to die here. But this makes the game smack of fake choices: the player, presented with an illusion of choice, ultimately lacks any sort of real input over a character that everyone notices “doesn’t say much.”
However, if Elma had said that a real person was remotely controlling the player’s character, I would have forgiven this design choice. The notion of a custom-designed character works extremely well if it’s true within the conceit of the narrative that the character was created as a proxy for the real player. We might then also have more supporting evidence for the theory I suggested about how language works within the game: perhaps the player’s character never needs to literally speak because his intentions are conveyed representationally through the medium of the game, along with everyone else’s. And perhaps this could even help explain the mechanics of success and failure that I described in the last section: perhaps the player’s knowledge of her failures, imputed to her character, are part of the narrative explanation of how the party was able to progress so far successfully. To say as much would be to marry the form of the narrative as a video game with the content of the narrative in a novel, metaphysically and epistemically interesting way.
But of course, Elma doesn’t say that a real person was remotely controlling the player’s character. Instead, she reveals that she is actually an alien, whose real body has been stored in the Lifehold Core, controlling the mim who has followed the player’s character throughout the whole game. While certainly a plot twist, it offers no help in making sense of the game’s teaser metaphysics, nor of the ontological status of the player’s character. Thus the game leaves us with many questions, the promise of many answers, yet no actual answers.
II. Backgrounded Philosophical Issues
The reader might think me unfair to Xeno X. After all, broadly speaking, I’m comparing it to Xenoblade Chronicles, and maybe it’s simply not trying to be the same kind of game as Xenoblade Chronicles. Well, the reader may be partly right: Xeno X does try to explore a number of issues that aren’t deeply addressed in Xenoblade Chronicles, and it’s a different game in many other ways, as well (Skells, mission-based storylines, etc.). But I contend that, even taking this into account, Xeno X fails as a cohesive narrative because its game design suggests to the player that the kind of metaphysical issues I described in Part I will be central to the game: and because the game is designed in this way, it’s hard to deeply explore any of the other philosophical issues the game raises.
Some of the putative philosophical issues in the game include: enslavement (the Ganglion race, representing the game’s main antagonists, has enslaved the Prone race), xenophobia (the various alien species are called “xenoforms” and much of the game focuses on dealing with inter-species difference), and the value of one’s body (humans are initially told that their real bodies were preserved in the Lifehold Core and that they are controlling their mims remotely from there; ultimately it is revealed that their real bodies were left on Earth and destroyed, and all that remains are digital representations of their consciousness, contained in a Lifehold database). All of these themes are certainly interesting on their own terms, and great stories have considered all of them in the past. So the problem with Xeno X isn’t that it lacks any interesting themes: the problem is that it directs the player’s attention away from these themes and towards its teaser metaphysics, leading to ultimate disappointment in the game’s philosophical salience.
The story in Xeno X is broken up into missions, each with certain “progress requirements” that the player must meet before she can begin the mission. Many of these requirements are “survey” requirements: you have to go out into Mira and survey a certain amount of land in a particular region before you can take on the mission in question. This means that you can’t go through the entire story of Xeno X continually because the game effectively requires you to stop in between missions and explore the world.
Although I do think that game’s shouldn’t require players to explore the game’s world extensively in order to complete the story (meaningful exploration in games ought to be left to the discretion of the player, or else it ceases to really be exploration and instead becomes a chore), that isn’t the problem I’m pointing out in Xeno X. The problem is far deeper than that: they’re effectively using the game’s world to tell a story that forces the player’s attention toward the game’s teaser metaphysics.
It’s no secret that video games can use the very world of the game as part of its narrative, in order to tell unique and interesting stories. Xenoblade Chronicles, again, is an excellent example of this: the entire world of the game is two monoliths, which, without getting into details, represent both the central conflict of the game and the themes on which the game is centered. The more I’ve looked, the more it seems to me that many of the most philosophically interesting games use their worlds as storytelling elements in this sort of way. Xeno X, on the other hand, is a clear example of how using a game’s world as part of its storytelling can handicap the game’s central themes and messages.
From as early on as Chapter 5, when the dialogue about the language puzzle happens, it’s clear that Mira works differently than the player and various characters were originally led to believe. Humans and Ganglion alike mysteriously ended up there with little-to-no explanation; everyone can understand one another without sharing the same language, etc. As Elma suggests in Chapter 5, and again at the end of the game, the overriding theme of this strangeness is “there’s something about this planet” that explains all of these bizarre phenomena. And there’s a very easy inference we can draw about a game that claims “there’s something about this planet” and then requires the player to explore that planet in order to progress through its story: by exploring the planet, the player will discover the mysterious aspect of the planet that explains its special dynamics. That is how the game’s very world, in conjunction with the requirement that the player explore that world, forces the player to focus on the game’s teaser metaphysics. And when it becomes evident at the end of the game that all the many hours of exploration did not shed any light on the true nature of the game’s world, the player, I contend, feels and ought to feel cheated: the game has effectively reneged on its promise to explain itself and its world.
In the absence of any such explanation, the required exploration feels contrived within the context of the game’s narrative; indeed, the best explanation I’ve found for all the required exploration built into the game’s story is that developers wanted to ensure that they could show off the entirety of their world to players. But the developer saying “look at this world I built” should not be an explanation for the most foundational elements of a game’s narrative dynamics. The result is that the game focuses on the philosophical issues on which it never follows through, and the philosophical issues that it does explore are left in the background. Indeed, discussions of race, enslavement, and the status of body all felt distracting to me because I was always waiting for the true nature of the world to be revealed–and it never was.
III. The Problem with a Promised Sequel
Maybe I’m being unfair to Xeno X because, judging by its ending, the game is quite obviously set up for a sequel. Elma discovers at the end that the database supposedly holding everyone’s consciousness is and has been in ruins (this is when she says again that “it’s something about this planet); after being mutated and destroyed by the party, an apparently regenerated Lao washed up on a beach. The game leaves so many questions unanswered, you might argue, because it intends to resolve them in a sequel (or DLC, or what have you). So perhaps we should excuse the game’s apparent incompleteness and focus on what it does, as opposed to what it promises that its sequel will do.
I think that this sort of reasoning is a mistake. Speaking candidly, it seems to be increasingly more common nowadays for stories to be predicated upon sequels. The ending of Final Fantasy XIII-2 was nothing more than a cliffhanger leading into Lightning Returns; books-remade-as-movies are split from a single book into multiple movies (e.g., Harry Potter, The Hunger Games). This strikes me as a disingenuous way of getting consumers to spend more money just to get the second half of a story in which they’ve already invested. Worse, though, this kind of storytelling that builds a sequel into the first story simply doesn’t work, especially in video games–and there are deep theoretical reasons why it doesn’t work. I argued precisely this in my work about why Final Fantasy VII shouldn’t be remade as multiple games. I’m going to quote, rather lengthily, the relevant argument, since it also applies to the case of Xeno X. The argument starts with two basic claims about how video game narrative works.
“Claim 1: The player of a video game is able to substantially, causally influence the events in that game’s universe, in virtue of her actions through the proxy of her avatar(s).
Claim 2: The causal influence of a player on a video game’s universe is essential to the narrative of that game.
(Note: when I say ‘video game’, I’m not talking about all video games, strictly speaking. I’m primarily concerned with analyzing story-based, single-player games.)
Intuitive though these claims may be, they are substantive claims nonetheless. I don’t expect to offer conclusive proofs of them as “principles of game narrative” within the scope of this paper, but I do hope to convince readers that they are two very plausible assumptions to make about a very broad set of video games. […]
Claim 1 just says that the player of a video game is able to shape its world in a significant way. At first glance, this claim might seem obvious—“This is a trivial fact,” one might say, “because the player literally controls someone in the game’s world (the avatar), and the avatar’s actions, derived from the player’s control, clearly influence the events of a game’s universe.”
But this response is too quick for two reasons. First, it’s not readily apparent that people in a universe really do have causal power over the universe—it could just be that the universe as a whole evolves over time, with its various parts only appearingto interact in a series of causes and effects. That’s very different from a universe in which people can genuinely modify the events of the universe through their own actions.
Second, even if we grant that game avatars do have causal power within their universe, it’s not obvious that this power is derived from the player. Even though the player is controlling the avatar, you might think that, within the context of the game’s narrative, the avatar’s actions can only be properly understood as choices that the avatar chose to make. It would be unwarranted, unnecessary, and bizarre to make sense of the plot of a Mario game by saying something like “Bowser kidnapped Peach, and so then the player took control of Mario in order to make Mario save Peach.” Rather, we just say, “Bowser kidnapped Peach, and so then Mario saved Peach.” Claim 1 suggests that we really have to analyze the story of a game partly in terms of the player’s causal influence, which seems like an odd thing to do.
But a closer examination suggests that Claim 1 survives these two criticisms intact. We can get around the first criticism by considering replays of a single video game: when we play through the same video game more than once and have the avatar make different choices, the events of the game evolve differently. This doesn’t require that the game have choice-determined endings, or anything like that: the mere fact that we can move an avatar either left, or right, or not at all, in the same moment of the game’s narrative during different playthroughs of the game, suggests that avatars really are agents within their universes—their actions aren’t wholly determined by the universe external to them.
What about the worry that the avatar’s causal power is enough, without invoking any implausible causal power on the part of the player? Though this point may be more controversial, I think we have fairly clear-cut cases (and less clear-cut cases) suggesting that we do have to analyze the stories of games partly in terms of player agency if we are to adequately explain and understand those stories. In many games, the player will be provided with information that her avatar could not reasonably know—perhaps something is revealed through a cutscene where the avatar is absent. This knowledge may well lead the player to make decisions in the game and direct her avatar in ways that could not be adequately explained by appealing to what the avatar believed and desired—instead, we need to appeal to what the player believed abut the world of the game, and how she acted on those beliefs through the avatar. We see this phenomenon even more clearly in replays of games: a player may well make different choices during her second playthrough of a game based on certain facts that were only revealed to her (and her avatar) very late in the narrative of her first playthrough—and so it would be even less plausible to account for these choices purely using the avatar’s mental life. We need a concept of the player acting as a causal agent through the avatar.
So I think that Claim 1 remains plausible. The player, acting through her avatar, can causally influence the events of a game’s universe. This influence is substantial in the sense that the player’s actions, by influencing the game’s universe, influence the whole causal chain of the universe thereafter—the actions aren’t somehow “negated” by some counterbalancing force. I think that we typically think of causal influence in this way (i.e. a single action has ripple effects through time and space), and so this is a fairly intuitive view of game narratives.
What about Claim 2? This claim says that the causal impact a player has on the world of a game is an essential part of that game’s narrative—without that same impact, the game wouldn’t have the same narrative. So it isn’t just enough for a player to be able to make a choice in a game’s universe that has nothing to do with the story: in some sense, the game’s story must be inextricable from the player’s choices. But this seems to be patently true. Witness first: in many games […] the events of a game’s narrative will not transpire at all unless the player chooses to engage the game and exercise her causal force. More to the point, the player’s avatar often constitutes the point-of-view through which the narrative is conveyed, and the avatar’s actions are crucial determinants of the events of that narrative. As a result, the narratives of games do seem deeply dependent on player choice.
Even in cases where game narratives seem to suggest that the game’s universe is ultimately indifferent to the actions of the player—e.g., Bloodborne—the narrative functions on this level as a denial of the impact that the player and avatars actions had. This narrative function is still irreducibly a claim about the player’s causal impact, and so it does not threaten Claim #2. The claim, when considered, seems both intuitive and sound.
If we accept these two claims—and I think that we should—then we are faced with an interesting consequence. The consequent claim is this: if a player’s causal impact extends over the entirety of a game’s universe, and that causal impact is essential to the narrative of a game, then it seems that the entirety of a game’s universe, insofar as a player causally impacts it, is essential to that game’s narrative.
Another way to put our newfound consequence is this: it’s not enough for a game’s narrative to essentially involve the choices of the player in a local, finite sense. Rather, game narratives of this sort involve the impact of a player’s choices on the game’s whole universe, however narrow or broad that universe may be specified. I think that this, too, tracks with our intuitions about how game narratives often work: oftentimes, a primary element of a game’s story is demonstrating how player’s choices have impacted the game’s world. Nor is this a feature of heavily “choice-based” games: perfectly linear games nonetheless reflect the impact that a player’s actions have on the game worlds, even though the player didn’t have much of a choice as to how to act. (Think of Shadow of the Colossus: linear though it may be, it’s hard to deny that the game’s narrative is heavily focused on the ways in which the player’s actions have permanently altered the game’s world.)”
If the argument I presented is right–and I think it is–then, just based on the storytelling dynamics of video games, you can’t present a video game narrative that “points beyond itself” to reference events in a future sequel. The totality of the game’s world is causally related to the actions of the player: if the nature of the player’s influence is rendered mysterious in the game’s narrative, promised to be explained as a sequel, then that game simply doesn’t work. Its narrative, metaphysics, world structure, and so forth, end up depending on a world alien to both the game itself and the purview of the player: and thus the game is render deeply, thoroughly incomplete. This, I submit, is precisely what we see in Xeno X.
As I said at the outset, I would very much like to be wrong about this argument: I had very high expectations for the Xeno X, and was saddened to finish it with such disappointment. The world that Monolith Soft built is expansive and intricate, but that alone doesn’t make for a compelling story. Indeed, in this case, by pointing to the game’s teaser metaphysics and unfulfilled narrative commitments, I think the world actually damages the story. At this point, I truly don’t know whether I would invest in the inevitable sequel.
[1] To my knowledge, she says it twice: once during the brief scene where the party discusses the bizarre language dynamics of Mira, and again when she discovers the annihilated Lifehold computer in the game’s post-credit scene.