Rethinking the spoiler: how knowing the outcome can enhance gameplay

This article ends with a reflection on Mass Effect 3 and how, though I knew the ending, it never really cheapened my experience with the game. Now no-one really needs to read this thing–I’ve told you how it ends. What follows is exposition, a few details, some elaboration, and a defense of my argument. But you don’t need to read it. You know where I’m going to end up.

Last spring, I was nearing the end of a nine-month preparation period for my PhD qualifying exam. I had a list of 300 books, poems, films, dramas, and graphic novels (give or take) to read/watch and take two written tests on, followed by an oral defense of my answers in front of a committee of my professors. While I had planned to take the test before the release of Mass Effect 3, it didn’t happen. Instead, I bought the game and let it sit in its wrapper for a week or two, vowing not to play it until I passed my exams. As anyone who follows video game news can guess, the fallout from the game’s ending led to countless rants from critics and gamers alike, and, as much as I tried to stay away from it all, a post on my Facebook news feed revealed in terse, clear detail how the game ends. Royally brassed off, I shut my computer down and went back to studying.

It was during this time of extreme textual immersion that I began to rethink what it means to have a story spoiled. After all, I had been reading books on such a massive scale that I found it easier to read summaries and then the actual novel, helping me move through them more efficiently. But it did not hit me until I was re-reading Truman Capote’s In Cold Blood that I understood how a text can build suspense despite the reader’s knowing the outcome. The novel tells the true story of the murder of the Clutter family that took place in Holcomb, Kansas in 1959 and the ensuing manhunt and eventual trial. In Cold Blood works on a technical level because Capote, by playing with novel structure and by withholding information, builds suspense even though the audience knows that the perpetrators were caught and executed. And people lapped it up.

It’s called the “paradox of suspense,” and, depending on which theorist you believe, it may or may not actually exist. The concept  deals with the question of whether suspense can survive certainty. First-time readers and viewers have the luxury of not knowing what will happen in the text, but people still come back to read books and watch films regardless of knowing the outcome. We all knew the ship would sink, yet we saw Titanic. Despite several re-reads, Cormac McCarthy’s stark prose in Blood Meridian still terrifies and mystifies me. I can’t help but be elated when I re-read the battle of Helm’s Deep in The Two Towers, and Gandalf makes his triumphant return. And, to this day, I still get chills at the end of The Six Sense when M. Night Shyamalan reveals that the creepy kid’s psychiatrist was Bruce Willis the whole time…spine-tingling.

I enjoy these works (except Titanic–just don’t like it) because they are well-made and offer more than just a story.  We enjoy the visuals, the direction, the acting in a cinema masterpiece. An author’s use of language and form can elevate an interesting (or uninteresting) plot into a powerful work of art. These great works use the individual components and techniques unique to their respective media to create a cohesive whole that compliments or facilitates narrative in ways that make the final product more than the sum of its parts.

Great games operate on a similar level by putting the narrative in service to the gameplay, and gameplay by its very definition, cannot be spoiled. Experiencing a game is completely subjective (even more so than viewing a film or reading novel) because gameplay affords every player a completely different experience. My time with Commander Shepard, Dovahkin, Mario, or any other game character was precisely my time. I lined up her crosshairs. I made my character swing his sword. I controlled the jumps. All these experiences could not be explained to or spoiled for me simply because a game requires player input to be fully enjoyed. Saying that revealing a game’s narrative spoils the game is akin to saying that because someone describes to you the taste of a steak dinner, you cannot enjoy eating it. Well, in my experience, whether someone describes the flavor or not, a steak tastes damn good to me.

Knowledge of a game’s narrative conclusion, though, most certainly changes the way we experience it. For instance, knowing that John Marston dies at the end of Red Dead Redemption shrouds the narrative in a darkly humorous irony about a crisis of masculine toughness found in the closing of the frontier. My second playthrough invested in Marston’s actions a sense of melancholy, a sad elegy for the West as Marston’s transgressions become understood as a a brutal inheritance he passes to his son.  In another example, foreknowledge of Joker’s death in Batman: Arkham City allows the player to pay close attention of the dynamics between Batman and his arch-nemesis, looking for subtle clues about the ending to come. The result is a game the player can view in its totality instead of focusing on a purely narrative-driven experience.

When I finally got around to playing to Mass Effect 3 after a night of drinking to my success after the exams, my initial disappointment  over finding out about the game’s final moments evaporated. I engaged not with the narrative itself but with the concept of knowing that any control I had over the circumstances would be undone. Mass Effect 3 became  a meta-commentary about game design, an activity we engage in by believing we can manipulate worlds and stories, but our characters (and ourselves) are always bound by the developers’ designs. I felt like I was playing an exercise in nihilism, a game that would lead me to victory and slap me in the face. When the credits rolled, I didn’t feel cheated or upset because the ending didn’t disappoint me. I knew what to expect.

I’m not so naive as to think that people should not be upset by having the stories they cannot wait to experience spoiled because someone decided to blab about plot twists and narrative surprises. But lamenting a revealed plot that appears in a medium that require subjective gameplay represents a misunderstanding of how games function. Focusing attention on spoilers neglects the facets of games that allow for appreciation and criticism of the medium because it detracts from that which sets games apart from other media–play. Instead of looking at spoilers as annoying problems or cause to bitch about injustices on message boards, we should use the foreknowledge of a game’s ending or its major plot twists to open our eyes to the particular ways games facilitate narrative through gameplay. And if you continued to read this article despite your foreknowledge of its ending, I hope you did so because you found its content worth reading–because God knows you didn’t do it for the plot.


  • Steven Hansen

    I think one of the problems is the permeation of games that have little else to guide you along than plot reveals. Bad, banal, and mediocre writing is rather endemic in games. Often, if that one hook isn’t present (and if you haven’t already figured out what’s up), there isn’t much to look at (at which point, the gameplay better hold up).

    Knowing can definitely add to suspense — or just add something. It’s frequent in other mediums for the audience to know more than certain characters and used to great effect. Dramatic irony and plenty of other tools.

    When I played Final Fantasy VII: Crisis Core, knowing how it was going to end made ever second of it all the more tragic and poignant.

    • http://twitter.com/djchan08 David Chandler

      Making cheap narrative the focus of a game is part of the problem. But even if the game sucks, the gameplay provides that singular, subjective interaction that can’t be spoiled by knowledge of the narrative ends or twists. It should always, always be play and interaction that keep the player interested because that’s the only quality endemic to the medium. The story line of “Ulysses” sucks, but the language keeps me interested. The story of “2001″ is boring as hell, but it’s visually provocative. For me, the story of Borderlands 2 is standard throwaway stuff (despite fun characters and hilarious dialogue), but it’s the loot and gun-swapping and explosions that keep me playing. There are a few cases where I’ve found the game’s story to be more interesting than its gameplay, but if can can be spoiled by a narrative reveal, then it’s hardly a good cohesive product.

  • Suleyman Kazmi

    [Spoilers of Bioshock ahead] I’d have to disagree a bit. Knowing the ending of the game can change the experience greatly. It may not be a worse experience, but it wouldn’t be the same. Sometimes a twist or ending can change the entire focus of the game. Take Bioshock for example (spoiler ahead), if you knew that “Would you kindly” was the phrase for mind control, you’d be paying more attention to every time Jack says the phrase when he talks to you instead of exploring a sinister world with a rather twisted characters. Instead of believing your taking down an evil leader, you’d be realizing the futility of your actions. The immersion is lost. You are not playing “as the character” you’re playing as the watcher. The problem with knowing the ending is you skip your initial experience with the game which I believe is the most important experience. You get to judge the game as a whole and deem it worthy or not worthy for a second play through. The second play is then a totally different experience because you already know what happens. Something like knowing the ending to The Dark Knight Rises doesn’t make it a bad movie or a worthless experience in the slightest. It just changes the mode you watch it in.

    • http://twitter.com/djchan08 David Chandler

      Thanks for reading, man. My point is not that knowing an ending does not change the game experience–quite the opposite. It can change the game experience drastically because it lessons the impact of narrative, granting the player the opportunity to experience the medium in a more focused way that emphasizes mechanics and the game as a whole rather than a narrow narrative perspective. Bioshock is the perfect example. Sure, knowing the “Would you kindly” trigger removes the impact of that confrontation with Ryan, but I don’t think you lose immersion at all. Instead, like you say, you “realize the futility of your actions,” but I’m not sure that’s a bad thing. Rapture becomes less of a place that funnels you to take down the leader and more of a place you can explore as a self-aware gamer, focusing on how you interact with the environment (and the narrative) rather than fulfilling the role, which is revealed to be bullshit anyway, as some rebel/savior. You can view the game as cohesive (or maybe not cohesive, depending on your critical lens) whole instead of playing for the story. I don’t mean to suggest that you can’t come to a game and experience it that way on a first-time playthrough, but knowing a plot twist removes the imperative constrictions of narratological story-telling, opening the game up to various modes of interaction.

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