Firewatch: Why is the End the Reward?
One of my
favorite games of the year is Firewatch
which puts you in the role of Henry as he spends his summer in a lookout tower in
a Wyoming, watching for fires. His only means of communication is a walkie
talkie he uses to talk with fellow firewatcher Delilah, who is your only guide
as you investigate the vast wilderness. You begin to build a relationship with
her but soon events begin to unfold that bring both of you to your breaking
point. Firewatch is a game that is as
much about its own narrative as it is about the player’s personal experience
within the game. Because of this some players have felt that the ending was
bad. I do not believe they feel this way because they didn’t like the game, or
because they failed to immerse themselves within the story. I believe that
today’s gamers have become so focused on the “end” as the most rewarding
experience that they have failed to see the “journey” through the game as the most
important one.
Recently in
an article about the ending of Firewatch,
writer Duncan Fyfe addressed criticisms. YouTube star PewDiePie criticized the
ending by saying “What the fuck was that ending? That was so bad. How is that a
fucking ending?” and even Hollywood screen writer
Max Landis said “. . . I hate the ending of Firewatch so much . . .” but what
makes them feel this way?
Fyfe argues
it is because the story of Henry is disappointing. Henry’s personal problems at
home drove him to work at the firewatch tower in the first place. He lost some
friends at home and is in the process of losing his wife. Instead of owning up
to his responsibilities at home, he is running away from them. Henry is a
disappointing character and with all the plot twists that occur within the
game, his lack of development, and the anti-climactic ending can make the finale
feel unrewarding.
We become so
preoccupied with how something ends that we fail to appreciate how we got
there. My experience with traveling the vast emptiness of Wyoming as Henry left
me feeling both happy and vulnerable. A casual stroll through the woods left me
feeling uneasy and made the hair stand on the back of my neck. I felt genuine
fear in the game even when there was nothing to be scared of. When a game’s
story creates an atmosphere, and leaves your mind to make its own conclusions,
this is where the real reward of Firewatch
takes place.
Unfortunately
a growing number of gamers are taking story based games for granted. They focus
their attention on unlocking new weapons from loot cases at the end of a match,
or buying upgrades with in game currency instead of becoming a part of the in
game world and story that made all of it possible. It is as if they were
reading just the ending of a book instead of appreciating the story that built
to it. Triple-A game developers like Blizzard
and Bungie made their names on the Warcraft and Halo series, both of which had grand stories reinforcing the game
play. They understand that a growing percentage of gamers care less about
world/story immersion, so the new games they develop like Overwatch and Destiny,
sacrifice their story for rewards based play from online matches and events.
Call of Duty has also fallen victim to this. The game’s roots started as a story
driven narrative of World War II but as its popularity has risen, the need for
a story has taken a back seat to the explosive success of online multiplayer.
It’s not the
fault of developers for this change in story, it’s the fault of the people who
play them. Triple-A game developers cater to the player who buys them. If the
player cares less about story and cares more about end game rewards from
completion, the developer is going to make that game. This issue is not fully a
gamer issue, I believe it is largely a generational one. The internet has given
us the entire history of the world at one mouse click away. Our smart phones
have given us immediate access to our friends and family through messaging,
social network sites and games. We want it fast and now. A college student may
focus just on getting the degree instead of focusing on what he or she has
learned over the years working up to it. The ease and speed of information has
made world immersion and story boring when compared to shooting a bunch of guys
in a multiplayer match and unlocking a new weapon skin. I believe this is why
it is so natural for gamers to criticize the end of Firewatch.
While story
driven games like Firewatch will continue
to find a niche audience, the marriage of story and game are losing their
importance in the future of gaming. It is sad that quick and addicting gameplay
is becoming more important than story or substance. But we live in a society
that rewards quickness instead of deep thought or understanding, one where the
end is a treasure of rewards instead of a moment to contemplate the experience
that led you there. One time my friend Emmett wanted to watch me play his
favorite game Journey. He sat and
watched as I progressed through the game, taking in its subtle nuances and
finally completing it. He asked me what I thought and I said “it was a great
experience but the ending seemed kind of open.” And he turned to me and said
with a smile “it’s not about the end, it’s about the journey.”
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