{"id":6607,"date":"2021-05-30T14:50:47","date_gmt":"2021-05-30T21:50:47","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=6607"},"modified":"2023-09-21T21:31:15","modified_gmt":"2023-09-22T04:31:15","slug":"once-and-future-tour-of-duty","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/6607","title":{"rendered":"Once and Future: Tour of Duty"},"content":{"rendered":"<p>That initial island with the unicorn and the fairy ring turns out to be smaller than I had thought, and also a smaller portion of the game as a whole than I thought. My experiences since my last post have been defined by a game design pattern you might call One Damn Thing After Another. I know I have goals waiting for me back on Avalon if I ever find my way back there, but in the meantime, everything has been a chain of events where I&#8217;m trapped or in danger and have to solve a puzzle or two to get out of that situation and into a different one where I&#8217;m also trapped or in danger.<\/p>\n<p>This has included a sequence where Frank returns to reality as a sort of ghost at various points in time, witnessing an environmentally-ravaged future, seeing what terrible things befell the brothers-in-arms who Frank gave his life for. So, there&#8217;s the answer to what I was wondering in my last post. It&#8217;s here that the influence of Infocom&#8217;s <em>Trinity<\/em> becomes clearest, except that where <em>Trinity<\/em> is all about inescapable self-causing time loops, the whole point of this section in <em>Once and Future<\/em> is changing fate. Your interventions into the lives of individual soldiers prove it&#8217;s possible, which means you can also do it on the larger scale.<\/p>\n<p>There&#8217;s one vignette that I found striking for its priorities and perspective. One of Frank&#8217;s buddies, Joe, goes into an irreversible decline after he&#8217;s too quick on the trigger and kills a young Vietnamese girl. You have to prevent this from coming to pass. The thing is, this is all framed not as saving the little girl, but as saving <em>Joe<\/em>. The girl isn&#8217;t even given a name, because she fundamentally doesn&#8217;t matter except as a bit-player in Joe&#8217;s story. The game is basically anti-war, but it still privileges the experience of American soldiers.<\/p>\n<p>After this whole foray into reality, the game breaks the mood by throwing you into Fairyland, which is even more whimsy-magical than Avalon was, and so jam-packed with wonders that it becomes a little monotonous. But this time, the darkness is more exposed. It isn&#8217;t just magical, it&#8217;s mercurial, and irrational in a threatening way. Frank has to make ill-advised bargains with a witch, and then, to escape the consequences, with a demon. There may be metaphors for Vietnam in that, but even if not, there&#8217;s definitely a mood.<\/p>\n<p>But if you want metaphors, here&#8217;s a bigger one: The game&#8217;s opening makes it seem like it&#8217;s providing the main setting that you&#8217;ll be exploring, gives you goals that only make sense there. I&#8217;ve been torn away from that setting, and I&#8217;m starting to doubt if I&#8217;ll ever return. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>That initial island with the unicorn and the fairy ring turns out to be smaller than I had thought, and also a smaller portion of the game as a whole than I thought. My experiences since my last post have been defined by a game design pattern you might call One Damn Thing After Another. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[84,696,695],"class_list":["post-6607","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-if","tag-kevin-wilson","tag-once-and-future"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6607","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=6607"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6607\/revisions"}],"predecessor-version":[{"id":7470,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6607\/revisions\/7470"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=6607"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=6607"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=6607"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}