If You See Something, Say Something

Another thing I like about Firewatch


While I’m thinking of it, one more thing I like about Firewatch is the walkie-talkie. Specifically, how they took one of the most mundane elements of adventure games and turned it into the emotional core of a narrative game.

I’ve worked as a writer on around 13 adventure games, and while I do sometimes miss writing for games, I definitely don’t miss writing examine lines. They’re the lines of dialogue for when the player click on an object in the environment, like a rock, and the character walks over to it and says, “It’s a rock.” Maybe I’m revealing too much about my lack of imagination.

Ideally, you can use these lines as opportunities to make jokes, give clues to the solution of a puzzle, or both. But there are only so many jokes you can make about rocks and other mundane objects — at least, only so many that I could make — before you start to suspect that maybe games aren’t an effective medium for storytelling after all, and maybe they’re just meant for shooting bad guys.

Even worse is when you get some pretty good jokes in there, but there are so many that it all just turns into noise. Like having a guy following you around saying “Eh? Eh? Get it?!” repeatedly while you’re just trying to find your keys, or the combination to the safe you saw two screens ago.

One of the neat things about Sam & Max games was having the opportunity for these examine lines to be more conversational; Sam could observe something and Max could make a joke about it. It made it a little harder for them to fall into a rut, but the core problem still remains that the lines are purely mechanical. They exist to tell a joke, or to drive a puzzle forward. It’s extremely difficult to do story development or character development with them. (For several reasons, such as the fact that they’re usually optional).

So the method that Firewatch used — the player presses a button on their walkie-talkie to have Henry “report” something back to Delilah — lines up in tons of clever ways that made me happy to see:

  • Henry’s a newcomer to the job, so the stuff he doesn’t recognize is likely to be the same stuff that a player wouldn’t recognize.
  • Delilah’s role as your supervisor lines up with her role as semi-omniscient narrator, but she’s also a little bit unreliable, which is much more interesting.
  • Banter isn’t used just to describe an object or to solve a puzzle, but to establish character or advance the plot.
  • Henry starts to rely on Delilah as his one point of human contact, and the player relies on that connection as a guide through the game.
  • When the game starts to mess with your walkie-talkie, Henry’s panic resonates as your panic.
  • Because he’s having to describe stuff to someone remotely, it actually makes sense for the player character to be walking around describing what he sees out loud.

Of course, there are some aspects of Firewatch that make the walkie-talkie mechanic work better than it would in a traditional adventure game. It’s more linear, so most of the lines are critical path, and the player’s unlikely to miss a crucial character beat because she didn’t try to examine a specific picture on a desk somewhere. It’s not puzzle-driven, so there’s little need to be giving obtuse clues to puzzles; in fact, it’s more realistic to tell the player outright what she should be focused on. And it’s more evenly paced, which is to say there are fewer interactive objects in the environment, so there’s no attempt to create a constant firehose of jokes, red herrings, or insightful observations.

Instead, it uses one of the oldest tropes of adventure games to tell a mature, thoughtful, and character-driven story about connection and isolation. Kind of like an adult contemporary short story about Link and Navi.

One Thing I Like About Firewatch

Being an independent developer means you can take uneventful hikes through the woods.

Playing What Remains of Edith Finch? reminded me how much I love video games that do interesting things with interactive storytelling, and writing about it renewed my interest in writing about things I love on this blog. The idea behind this series is to counter-act my usual tendency to over-think, over-write, and reduce an entire work of art to the one thing I think it “means.” So this is the start of what I hope becomes a series in which I write about one aspect of a piece of art or entertainment that I really like, and I try to explain why I like it.

One thing I like about Firewatch is its opening walk from Henry’s truck to the watch tower.

The introduction to a game has to do a ton of stuff, introducing the game mechanics, setting up the narrative, setting the tone, and even just grabbing the player’s interest. There’s a lot going on in Firewatch’s opening, and it’s all pulled off with subtlety and confidence. Emotional and tough-to-write scenes are all front-loaded, distilled into vignettes with the most impact, and presented in a surprising choose-your-own-adventure format. (And they serve as a good example of why the argument “your choices don’t matter!” is a mostly vacuous one when it comes to narrative-driven games).

The mechanical controls are introduced along with the narrative premise: Want to run away from your troubles? Press the W key. The relationship that defines the core of the game is established purely through banter during the opening. As you walk, you’re gradually exposed to more and more of the stunning environments that would be the hallmark of the game. You can even tell that someone agonized over the editing down to the microsecond — the last line of dialogue welcoming you into the game slams you into a black title card almost too abruptly, a final bit of punctuation on the conversation. Even the selection of typography impressed me. The entire thing was so slick and mature that I was completely on board.

But my favorite aspect of it is that the whole sequence is the very first thing that would be cut in “normal” game development.

By my count, there are six distinct environments in that opening. If I remember correctly, only the very last one — the watch tower itself — is ever revisited in the game. Maybe that doesn’t seem that remarkable, but the thing about environments in Firewatch is:

  1. They’re beautiful,
  2. They’re meticulously planned out, and
  3. They’re reused a lot.

The reuse would be perfectly justifiable for a small, independent studio making its debut game, but I don’t even consider it a negative. The game compresses three months and a huge expanse of open space into an experience you can navigate over four or five hours, and the reuse helps turn a foreign landscape into a familiar home. It even created a weird sense of nostalgia as I was playing and realizing that the story was drawing to a conclusion. I’d gotten used to the place and was starting to regret having to leave.

But whether that was intentional or not, I think it’s safe to say that there’s a finite amount of work a small team of developers can do in a limited amount of time. It would’ve been a lot more efficient and practical to scope it down. Put all that time and money into the watch tower, which you know has to be the most developed and detailed, and start the game there. Sure, keep the flashbacks, but have them play out while you’re on day 1 of the story, exploring the space around the tower and learning the controls.

That’s how it would’ve gone in all the production-driven studios I’ve worked at. In fact, I’ve heard similar so many times that I wouldn’t have even proposed it. I’d have scoped it out from the start, convincing myself that the time and money would be better spent elsewhere, and asking for extra environments is pretentious indulgence. And instead, I’d have saved that energy for the inevitable argument that the beginning is too slow, and we gotta grab ’em from the start with a big action set-piece.

Which would be a huge loss, because the opening of Firewatch is absolutely crucial to the rest of the game. It’s establishing mood as much as plot and backstory. It has to make you feel as if you’ve withdrawn and escaped, isolated yourself miles away from any human contact. Your character mentions that he’s been hiking for two days, but without taking parts of that hike yourself, it’s just an abstract idea.

The changes in daylight show that passage of time, but what really drives it home is that you’re walking in a straight line through nondescript (but beautiful!) woods, in that period of time dilation at the beginning of a game when you have control of a story and are eager to drive it forward. There are interesting things to look at, but you’re not really exploring. You’re just traveling, and it’s taking a long time. In other words, you’re actually hiking.

For Firewatch to work, it’s got to nail that mood of isolation. It can’t just be a bunch of beautifully rendered environments, because without the context, it’d all be hollow. The game does a fantastic job of establishing a place — at first breathtaking, then familiar, then dangerous. But what makes it resonate as more than just world-building is that feeling of being isolated from the rest of the world except for two threadbare connections, one to a stranger in the present and one to a difficult past. And it would’ve lost something invaluable if they’d started with Henry in the middle of the woods without showing you how he got there.