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.