Are They The Baddies?
Massive spoilers ahead for the videogame Outer Wilds and the podcast The Adventure Zone: Balance arc. Both really worthwhile pieces of media (Outer Wilds might be my second favorite video game ever), so you’re robbing yourself of something by continuing to read. And I guess spoilers for some of the Mission Impossible movies (Missions Impossible?).
Sometimes, the hero was the bad guy all along. This is undoubtedly an exciting twist for a story to have, however when this is the plot in a game, it can leave a bad taste in the player’s mouth. Often, there is no way for the player to take different actions even if they figure out they are doing the ‘wrong’ things, and it undercuts any attempt by the game to shove the player’s horrific actions in their face later if the player spent the whole game having to choose between “take only those actions” and “turn off the game.” This can sometimes be done well (spoilers), but those times are remembered because this ham-fistedness is turned into a strength that separates them from the norm.
A similar trope in fiction is the hero was working for the bad guy all along, or the person the hero slowly comes to deeply like and trust is also the bad guy. This trope avoids the spoiled agency problem of the previous trope, but it can still lead to unsatisfying moments: unless the consumer is given no emotional connection to the betrayer, it can feel manipulative for a narrative to make one fall deeply in love with something, only to suddenly try to negate that in the third act.
— Real spoilers ahead —
A version of this trope that I’ve come to love, and lead me to writing these thoughts on it, is the direct or implicit subversion of the above trope. In Outer Wilds, the player slowly learns more about the ancient Nomai civilization, and forms a personal connection with the aliens through the fragments of their conversation. Meanwhile, the player is also trying to figure out why their home sun is going supernova and they can find evidence that the Nomai were working on some kind of experiment involving exploding the sun as a power source. This re-contextualizes the quirky tête-à-têtes as coming from a civilization that condemned the player to death.
Similarly, the Balance Arc of the McElroy’s The Adventure Zone has the main characters working for the Bureau of Balance, acquiring powerful, dangerous artifacts and destroying them. But it’s clear that something is not totally above board; is the director keeping secrets from her employees and hoarding the relics, and if so, to what purpose?
The second twist is that in both cases, they aren’t the bad guys. The Nomai, after a lot of argument among their civilization, did create the Sun Station to try to make the sun go supernova to power the Ash Twin project, but it didn’t work; the sun is going nova now because the whole universe is dying, naturally. The Bureau of Balance isn’t being run by a maniacal witch desperate for power; she’s the friend of the heroes, all of them created the destructive relics in the first place, and making everyone else forget that information is the desperate action of a person who feels deeply responsible for the people she cares about. Neither of these possible antagonists were actually bad; they cared about the heroes as much as themselves, and your feelings for them are not a cruel manipulation.
And you know? Sometimes it’s just nice to be allowed to care about something.
