Wario Land is a 1998 Game Boy Color game. One of the first of its kind, the software was meant to be backwards compatible. This would mean that the players of the game could choose between playing on their new Game Boy Color machines or on the old Game Boy Classic machines (which were being sold as GameBoy pockets at the time). The story was essentially Wario being attacked during his sleep and, as a result, being robbed of his fortunes. The game is the revenge that follows as he goes to retrieve it back.
On a superficial level, Wario Land is simply a game with hidden exits or unique options for completing a stage. This is no more unique than a game like Super Mario World, where different level exits can often lead to different game paths and secret areas. What is unique about WL though, is that the game does not just provide a divergent path, but a divergent narrative, with a unique outcome for each path. While the most direct path is Wario's trek to the enemy castle that he assaults and reclaims his wealth from, other choices include simply letting the enemies win and getting forced out your home castle so that you can fight your way back in, attacking an enemy ship and taking other valuables that are worth just as much as your own, or charging on a different fort altogether just to get simple revenge on the group that stole from you.
Plot within the game is not restrictive. Nor is geography, though you do not have limited choices, you certainly do not have a single choice in play. These two changes may seem inconsequential (specifically to the meta-gamers), but they take narrative strength away from plot arc and character intent. While many will be quick to assume that the only real constraints players have during a game are gameplay constraints, they presumptuously ignore the restrictions a story arc often has upon a player's journey. This is particularly true within games that are made up mostly from predesigned content.
Run to the end! Kick the enemies out of your castle! These apparent urgencies are broadcasted to the user at the beginning of each stage. They, in many ways, act like an implicit rule. They are a larger objective that the player attacks over time. Consider the greater (and artificially imposed) restrictions highlighted by Bernard Suits. While he refers to short goals like staying within the bounds of the race track, Suits also points out that there is a greater goal that is intentionally "inefficient" to achieve, driving a car in a number of circles, for example. (Suits 37-39). By this logic, all one would need to do is skip straight to the last level on Waio Land in order to finish the game efficiently. However, because the arc of the story dictates the levels that Wario passes through, there is no last level in this game. It is as though the track has become dynamic and that the race car driver could, over the course of the race, decide how this track is laid out. Suddenly these inefficient properties are no longer inefficient but a means for identifying a Schrodingan unknown. Like Schrodinger's cat, the efficient solution to this game exists as different states simultaneously. This is only true, however, while the solution is not inefficient. In observation, the solution to the game becomes tangible and is brought into existence.
Roger Caillois seems to hit on a concept that talks about games in an originative state. With a selection of different terms that refer to different types or facets of play, two stand out when it comes to dynamic realization of intention, paidia and ludus. Paida acts as spontaneous and primal component of play that is kind of a tool for moving to ludus, which is a refined action that may be used to achieve a goal, whatever goal that may be.
Caillois intends to use these terms to give a kind of Freudian origin to all games as we progress through our youth. But he also (unintentionally) leaves interpretative points for those that are looking to understand a generative or dynamic game. At the onset of this game, there is no greater plot or goal. In fact, the "efficient" game is a part of the generative ether, it is not an actual complete game. However, the player still has capacity to proceed through the game's existing levels. So while there is no definite plot arc to guide users through their greater motivation to complete the game, there are many primal and intermediate tasks that can keep the users involved to the point that they play their world into existence. These "primal" tasks include formulaic interpretation of platformer rules, run to the end of the level, kill all the enemies. They have no genuine attribution to a greater goal, however, as the greater goal only exists as a potential state. Metaphorically, it is as if you are charged with caring for Schrodinger's cat before you know the fate of the animal. Should you go to the store and buy cat food? Or should you go find a plot of land and dig a small pet grave? Unfortunately, you can do neither with certainty; so you instead select to do something instinctive and purchase the cat a blanket, knowing that it can be universally applicable to the situation (it can either be a toy or sad cover for the animal). So while you are not able to strategically move against the end result, you are quite capable of at least acting toward an intermediate situation.
Upon first glance, the level map of Wario Land II appears to be a straight forward level branch that goes from one linear start to a single inevitable end. Johan Huizinga would see this line as his magic circle. This is because the linear tree not only is a spacial map, but it represents every stage in the game. In a very particular way, this linear map encompasses all of the playable space within the game. The game behavior that would probably illicit shouts of disgust from Huizinga, however, would be the fact that the map can branch out like a tree upon completion of goals in ways that were not linearly intentional, that is, intentional from the point of the declared linear narrative arc that character is under at the time. The infamous "spoil sport," that Huizinga vividly defines, would expand or change the game upon breech of rule instead of being penalized for it. Upon making the decision to spoil the content of a single arc, the player is immediately given a new arc to match the decision that had invalidated the previous one. (Huizinga 43)
New arcs in Wario Land exist in a unique state. This arc is both a deviation from the previous assumed story as well as a new linearly justified original story. The player has two potential ways of producing these alternative arcs, either by playing through the game with the intention of selecting this unique arc, or by accident, breaking the arc the player intended to proceed through in the first place. In both cases though, the player will end up completing a single story thread. This thread linear, but exists among a set of other linear threads that are derived from possibility. Each potential thread could then be linearly mapped from start to finished by time, they can also branch based upon utilization of possibility. This product, in many ways, embodies the absolutely unique rhetorical device that games have the potential to utilize, choice. This is not just choice as possibility, but choice as all possible outcome as well. For this reason, this game is extremely important. And while it rattles the notion of what play truly is, this device is ultimately rooted in play in ways that other forms of media could not be. Because of this, Wario Land may be truer to the notion of play than typical interactive products that are incorrectly based in conventional narrative.
Bibliography
Suits, Bernard.
"Construction of a Definition." Game design reader a rules of
play anthology. Cambridge, Mass: MIT, 2005. Print.
Caillois, Roger. "The
Definition of Play and the Classification of Games." Game design
reader a rules of play anthology. Cambridge, Mass: MIT, 2005. Print.
Huizinga, Johan.
"Nature and Significance of Play as a Cultural Phenomenon." Game
design reader a rules of play anthology. Cambridge, Mass: MIT, 2005.
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