Game Time/CASB: After-Battle Report
I bowed out of NaNoWriMo this year. There’s two reasons – one is the usual “there
is no such thing as downtime” problem that my household has had to deal with
for the past year (and, sadly, the foreseeable future). The second is a bit odd, and I don’t know if
I can put it into words. Basically, I
find myself writing not so much novel narratives as I do video game
narratives. There’s an intangible
element that begs to be put into 16-bit RPG form, and it just doesn’t carry
over to the standard prose of a novel in a satisfying manner. I’ve tried, but the stories I want to tell
need audience participation and run on that unique video game logic.
I bring this up because I recently revisited a planned
project, and while I can’t really justify it as I had it planned, it did
resonate with this problem. It also is a
cautionary tale of what happens when you try to take a video game narrative and
apply it to another medium.
I speak, of course, of Joe Mad’s infamous series Battle
Chasers.
First off, I want everyone to know that I did not pay perfectly good money for
that series. Even if I wanted to, Image’s
decision to release it only in a box set and charge $100 would nerf that
idea. So thanks to one of my credit card
companies, I got this box set for free with reward points. I knew from the Major Spoilers Podcast that
this series was basically a train wreck, but at least I got a nicely packaged
train wreck. But dammit, I’ve gotta have
some standards.
On the MSP, the hosts repeatedly compared Battle
Chasers to “a D&D game that never got past the second session”. Having never had the opportunity to play
D&D (and don’t even ask about my aborted attempts to get a BESM group going
in college, it’s too depressing), I can’t vouch for that. What I can say, however, is that the entire
existing series feels like the first third of an off-the-peg SNES RPG. The characters are all moved into place very
gradually (padded narrative for sake of random battles), some exist solely for the
sake of fight scenes (non-story bosses), and while some are more likable than
others, all of the characters are off-the-peg as well (to the point that some,
like Calibretto, feel like rip-offs of existing characters, like Chrono
Trigger’s Robo). While there are
comic-related reasons the series is now a joke beyond the ridiculous delays, I
feel that the real reason that Battle Chasers is terrible is that its
story was never meant to be read – it was meant to be played.
There are characters that exist for no reason than to
plant seeds. While she never rises above
her role as Mandi Tori Titshots in the issues, I would hope that this was the
reason Red Monika was given such a focus.
The only time she even showed personality beyond “look at these funbags”
is in the stories by Adam Warren, telling me that the creator didn’t know or
care what role this character had in the plot.
Others feel like their stories were never meant to intersect in any way;
Garridan’s story feels like it was shoe-horned into Gully’s just because Joe
Mad wanted a big brooding dude with a sword on his team, not because it makes
sense for him to help her. In a video
game, you can excuse having a flat character or a character who doesn’t make a
lot of story sense in your roster because they presumably have some play
utility. But when you remove that play
utility, they feel totally superfluous and show that the creator really didn’t
care about how it really worked as a narrative.
The frustrating thing about Battle Chasers is that
not all of it is terrible. There are
good moments and potentially interesting characters that are thrown aside for
the sake of more crap. Out of the
regular characters, Gully and her posse are pretty likable (even if, like I
said earlier, Calibretto is pretty derivative).
The villains all revolve around her, so it should be her story with her
oddball friends, but like I said, we needed the Sword Guy by law, so there goes
her focus. I was particularly intrigued
by the story of what I would call a “boss fight” character, the possessed
thief; her plight & backstory struck me as more entertaining than our main
good guy or main femme fatale, but the story can’t even keep her skin tone
straight. She could be a cool tragic
character, but she’s just sort of tossed aside with less care than the first
boss of the game. And even Red Monika
was interesting under Adam Warren’s pen; the story with her as a rookie thief,
desperately chanting “I’m lucky, I’m lucky!” while dodging arrows, gave her
more cunning, charm, & personality in six pages than Joe Mad could muster
with a million anatomically impossible poses.
But squandered potential is one of the
most frustrating things I encounter in media and makes me hate the end
result more than anything else. Still,
contrary to popular opinion, there was something there.
That said, if Battle Chasers was the video game it
clearly always wanted to be, it wouldn’t be very good. I’ve played many, many RPGs in my time, and
if this was one, it’d be one I’d play for about six hours before I threw in the
towel (unless, of course, it had a good gameplay engine). It would be so totally generic a fantasy
setting that it would roll off the pier and leave me no choice but to play Dragon
Quest V again to get the tang of boredom out of my mouth. Still, removing it from what was clearly
meant to be its real medium and forcing it into comic book form highlighted all
the pitfalls of bringing a video game narrative into any other medium. When you write a game narrative, you want
your characters & plot to be endearing enough that your audience will want
to work with you in revealing every part of it.
It’s meant to be cooperative. So
unless the author is willing to fill those gaps in their story, you really can’t
adapt it to another medium. And that’s
assuming you have a story that people want to be experiencing in the first
place, not a failed D&D campaign.
In other words, I’m not writing this year because I’m
afraid it’ll come out like Battle Chasers. Just with less boobies. And that’s a fear to keep you awake at night.
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