
What do I mean by game logic vs story logic? Well, if you read the Heart of a Lantern spork I did with thelectureroom (and I strongly encourage you to do so and comment), then you may recall this bit from part 3:
"Oh! Before we go, you should learn Dodge Roll and Fire," Goofy said.
Riku: Fic, let’s have a nice chat about game logic versus story logic. There are things that make sense in games and things that make sense in fiction. But things in games don't make sense in fiction. And when it comes to this, it doesn’t make sense for the characters to learn Dodge Roll and Fire. Yes Sora can learn magic, although he doesn't know that yet, but Dodge Roll is a command, a video game thing. It breaks willing suspension and plain sounds strange for the characters to reference game mechanics.
That's what I wanted to discuss in greater detail. Imagine that you are writing a story based on the plot of a game. You cannot simply write out everything in the game exactly as you saw it. You couldn't write about HP or MP or save points, so on and so forth.
Is it reasonable that people can only take so much punishment before dying? Yes. It is reasonable to think that using magic takes energy and effort, and could leave someone exhausted? Yes it is. But does that mean that in a story, a person's health is measured in fixed points, or that their magical energy is measured in fixed points? No. It's silly. People are not made of fixed numbers like that. The concept of numbers to represent health or magic make sense for a game, because a computer needs hard numbers to work with.
Take the Dodge Roll example again. When Sora uses that move, he rolls out of the way of an attack. And that's what he is doing, ducking and rolling out of the way. It's a classic maneuver in combat. And yet something like that in real life doesn't deserve the strange sounding term "Dodge Roll". It doesn't even deserve the capitals.
When writing fiction based on a game, or even vice versa, there is translation that needs to be made. Many modern games have intricate and involved stories, something that is more possible because of better technology. RPGs particularly focus on story elements, because RPG stands for "Role Playing Game", and the point is to immerse yourself in the game world and pretend to be your character.
Some games manage to weave game elements in very well. For example, take "Cthulhu Saves the World". That game involves going from town to town. There are circles of light which restore MP and can be used to save your game. But the same function is also included in inns you find in every town. Just go to the front desk and you can save and be restored.
Restoration from an inn makes so much sense, because people heal partly from sleep/rest. And if you are going on a long journey, one that takes days, a group is going to need to find a place to sleep, so staying at an inn works. Other games to use this type of thing are "Epic Battle Fantasy 3" and "Castaway 2".
You will remember from my discussion of Unfairy Tales that one of the things I found irritating was the lack of restore points and/or inns. Saving could be done at any time, but there was no place to restore all your health or power for free or for a cost. The journey involved in the game involved walking what seemed to be huge distances, going to all the corners of a continent. And yet it seems like it takes just a single day. The incorporation of an inn to restore the characters would have benefited the game and the story.
Kingdom Hearts plays with that with the inclusion of items like the Tent, the Cottage, or the Camping Set. These items cannot be used in combat, but restore the HP and MP of the party. This is useful when there is not a savepoint around, since savepoints restore those things. The item also works because it adds to the idea that the journey is long, and the trio would probably need to camp out for the night. It also makes sense that it cannot be used in combat, because why would you use a tent in combat?
The Station of Awakening
Let's keep going with Kingdom Hearts and go over other things that may or may not go from a game to a story based on a game. For example, the opening of the game where you are at the Station of Awakening. How does that work in a story? Well, first, let's define what it is.
The Station of Awakening is a series of stained glass platforms that serve as a tutorial to the game system. An unknown voice talks to you as the character. You are told to choose a weapon from one of three stands, and discard another. These three are a sword, a shield, and a rod/magic wand. This act has repercussions for gameplay. Each represents a different stat. The sword is attack power, the damage your weapon does. The shield is defense, how much damage you take is reduced, as well as HP. The rod is magic power, it increases MP and magical strength.
The one you choose is the stat that your character will have in greater supply. It is your preference. The one you discard means that you will be weak in that area. It also determines when you get some abilities. Now the sword is in the shape of a Keyblade. Goofy is always the one armed with the shield, being a guard, and Donald has the rod, being a magician. But no matter what you pick, Sora always has the Keyblade, or sword.
The Station scene can work as a large dream. The tutorial wouldn't be there, not exactly. But it does not work a way to literally pick the weapon you use. If that were the case, why does Sora always end up with the Keyblade? If he is meant to have the Keyblade, why offer him the other weapons at all? And Sora's magical stamina, physical stamina, or physical strength would be determined by his body and physical health.
Magic
Or take learning magic spells, like the example I put at the top. It is okay for Sora to learn magic. But when Sora acquires a spell, people make a motion like they are handing him something, like "here, take this spell."
Now one would imagine that magic would be like any other skill, and that it would take practice to learn. You would imagine that Sora would learn magic from two people, Merlin or Donald, since they are skilled magic users. Sora learning Fire would involve lots of time practicing the spell. This would slow down the pace of the game, so Kingdom Hearts just summarizes it with a simple motion. That is totally understandable for a game.
And when Phil gives you Thunder, it is also understandable. When you think about it, he should not be able to teach you that. While he does train heroes, you can see from the movie that he's more like a real coach, focused on physical skill, not magic. And yet spells and abilities are placed in the game to be given at times that fit the game play. As in "we should give the player the Thunder spell right at this point, because they are going to need it right about now." If you turned the game into a book, that part of your conversation with Phil would not exist.
Pokemon
Now let's go onto another fandom: Pokemon. I read a Pokemon fic recently, and at first it was really good. It had a good grasp of the canon characters, it had good OCs that didn't overtake the canon ones. It had good description, dialogue, and a plot which was interesting and dark, but not dark for the sake of dark. It worked.
And yet there was a moment in it where I stopped reading it. It was when Ash's Pikachu faced off with a genetically enhanced Pokemon. The trainer of the mutant reported to his boss that the Pikachu was "level 88!". That is where I lost interest completely. Why? Five words:
POKEMON. DO. NOT. HAVE. LEVELS.
They don't. Not in stories. I know they have them in the games but they can't have them in fiction. Why? Well what are levels? Levels are a artificial concept used by games like RPGs. They are used to indicate strength, and when a character can use certain abilities or items. It works to help quantify things in RPGs. After all, it is perfectly natural for characters to grow stronger, more skilled, and more experienced, and therefore be able to do more difficult things, right? Levels give that real concept hard numbers for a machine to work with. Even non-computer RPGs like Dungeons and Dragons use it because the numbers still manage to apply some solid, ordered rules to the chaos that is life.
The premise of Pokemon is that the fantastical creatures are supposed to be real, living creatures made of flesh and blood. This is in contrast to Digimon, where the monsters are made of data. We are supposed to pretend Pokemon are living things, things that feel, that get hurt, that bleed, that die, that have their own wants and desires as sentient creatures, like humans.
If Pokemon have levels in a story, that means they are probably made of data. If they are made of data, that means this is a game. If they are made of data and this is a game, then they have no life and will of their own. And that also means that the trainers and everyone else are just data too. They aren't real either, they are just extensions of some unknown user, and their actions are not their own. And if they are all just lifeless data in a game, why should I care what happens to them? Why should I get involved in the story?
Not even Porygon has levels. As I just said, "levels" in the sense we think of them, are a construct for games like RPGs. Porygon may be digital, but it wasn't designed for a game, so it doesn't have levels in the sense we think of.
Even Digimon still goes on the idea that their monsters are real living things, real characters. The Digimon Tamers cartoon even played with that idea, of whether Digimon were truly alive. Rika didn't think so at first, so she was okay with heartlessly slaughtering Digimon for their data to make Renamon stronger, just like the card game she was queen of. And Digimon wouldn't have levels either, because they don't seem to have been made with games in mind. They have stages, which act sort of like levels, but they don't have levels like "He's a level 20" or something like that. This is particularly true of Tamers, because Digimon spawned off an artificial intelligence project, not a game.
The point of fiction is to suspend our disbelief and imagine that what we are reading is real. Using raw game mechanics breaks that. It highlights how artificial and empty everything is. Various mediums of Pokemon suffer from the problem of forgetting to translate between game and story.
For example, on volume 1 of the Pokemon manga, The Electric Tales of Pikachu, said mouse has been beaten up by Spearow and Fearow. Ash holds Pikachu in his arms and seemingly scans it with his Pokedex, screaming that it's Hit Points are almost zero. Really. This is stupid. If all Pokemon were really data, then why do they make such a big deal about Porygon being the artificially made, virtual Pokemon? Saying that implies that it is in contrast to all other Pokemon, who are NOT digital or artificially made.
Another mess up was in the anime. Remember the episode in season 1 with Pokemon Tech? That episode had a student being made to answer various Pokemon questions. He listed off what levels Pigey evolves and/or learns various attacks. This is, again, stupid. The abilities of a living animal cannot be quantified like that. Now a minute earlier they had a 4th wall joke, but that's a joke. Breaking the fourth wall is only done for humor. Those questions were not humorous.
Other than that, many, many times the characters say how a Pokemon is at a "higher level" or something like that. But that can usually passed off as metaphor, since no hard numbers are involved. And there are times where the anime is actually very clever in transitioning from game to story.
Take for example, when Ash caught his Treeko. In that episode, Pikachu launches an electric attack at Treeko and Treeko gets really hurt. But why? It is a Grass type. The mechanics of the game say that the attacks of Electric types don't do very much damage to Grass types. You might ask how this show could dare to go against game laws. Max even asked this very question in the episode.
The damage came from the fact that the show took the time to explain WHY the type advantage exists. We can accept that electric attacks don't hurt Grass types, yes, but the show creates a good reason as to why that is and how that works. As Brock told Max, the reason it hurt was because Treeko was in the air when it got hit. He said that normally Grass types resist damage from electrical attacks by safely channeling that energy into the ground or a plant. But since Treeko was in the air and not connected to anything, he had nowhere to ground himself, so he got really hurt.
This is very smart. It makes so much sense. Since Grass types are part plant, they are most comfortable being close to the ground or on plants. And because they are part plant, they must have some sort of built in lightning rod that allows them to use their natural environment as a shield.
Admittedly, many of the type advantages in the franchise are based on some real world logic. For example, there is the classic rock-paper-scissors type stalemate between the types of starter Pokemon. Fire types have an advantage over Grass, which works because plants burn and (most) plants don't like fire. Water types have the advantage over Fire types because water puts out fire (plus if they battle in the Water type's environment, that's even worse). Grass types have an advantage over Water types because plants aren't as hurt by water than fire.
That sort of thing just fascinates me, figuring out the way that the various type advantages work. I've also become interested in how types work in a physical, realistic sense. I mean what are the physiological characteristics that define each type, the kinds of things that would allow researchers in the Pokemon world to define a new type. Something similar to that has been done with the fanon Pokedex on TV Tropes.
This has been a long discussion, and if I there is to be any point to all this, it's that what you see isn't always what would really happen. When transitioning from one medium to another, there are differences. You may have disagreements on what is acceptable, how much you can suspend you disbelief. But don't use raw game mechanics without thinking. If you do that it's like you are just playing the game. And if you want to do that, then just play the game for real instead. I wrote up my experience of Unfairy Tales, but that was because I couldn't record myself, and I wasn't pretending it was fiction.