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Does a Prince of Persia game need a story?

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Wednesday, October 12, 2011

 

What do I want from a Prince of Persia game? That's the question I came up with from playing the two latest games, Prince of Persia and Prince of Persia: The Forgotten Sands, back to back over the last week.

I've been a fan of the franchise since Sands of Time. I've played and beaten each game in that first trilogy – Sands of Time, Warrior Within and The Two Thrones – twice. I love the thrill of seeing the Prince string together long chains of perfectly timed movements from platform to platform with each move more daring than the last. Even the combat, the often problematic portion of each game, is something I have come to enjoy. But after finishing Prince of Persia and starting The Forgotten Sands, I realized it might be time to turn in my membership to that fan club.

Their stories suck. It might just because I’ve gotten used to stronger narratives and more engaging stories, but I found the character arcs in Prince of Persia to be practically non-existent and the story so far in The Forgotten Sands to be, well… forgettable.

After playing through Prince of Persia again, I think I have a good idea what exactly is going on but that does not mean I understand it. Although I will not spoil it here, the Prince and Elika’s journey comes to an end in a way I found both narratively confusing and with conclusions to character arcs that frustrated me. Their actions do not make sense. Beating the game for a second time a few days ago left me annoyed yet hopeful for the future of the series. Then I started playing The Forgotten Sands.

I’m several hours into the game and by all accounts halfway through the story, yet I have very little idea why the enemies are fighting me. As the Prince, I understand I’m fighting for my own survival, but the motives of all the other characters are left a mystery. Why is Malik, the brother of the Prince, even part of the story? Why is the medallion, a central item to the plot, always conveniently where it needs to be? Even with a story involving Djinn and Ifrit, basically demons from Arabic folklore, story events seem increasingly unbelievable to me.

I’ve often thought of the story in most games to be the tendons that holds the player, the muscle, to the game, the bone. The player does all the moving and shaking but is anchored to the game via the tough threads of the story. However, what if the story was removed completely? Wouldn’t that allow total freedom of movement? Wouldn’t that be better?

Mirror’s Edge did it. DICE, the developers of Mirror’s Edge created some DLC, "Time Trial Map Pack", that was levels consisting of just abstract geometric shapes floating in the air. There was no story, just pure gameplay. As Faith, you could run and jump as much as you wanted without worrying about whatever story point or fight was next. Your goal was just getting to the next area as fast as possible.

I want that for Prince of Persia. I want the purity of going from wall to wall and platform to platform to be the same thrill I get from the DLC of Mirror’s Edge. I come to games in the Prince of Persia franchise for the kinesis, not the fighting. I stay with the games because I like the addition of more and more complex maneuvers, not because I care about how the story will turn out.

The Forgotten Sands has finally gotten me to admit something I secretly knew but, before now, was unwilling to voice: the stories are bad. Maybe it’s time for the Prince of Persia franchise to cut away what is holding it down, the story, and concentrate more what has brought me and many others back again and again: the simple joy of running, jumping and climbing.

 
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Comments (3)
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October 13, 2011

While the Prince of Persia story wasn't so great, I highly enjoyed the interactions between the Prince and Elika through the story. Their interplay really went well with the game and I like stopping to have them yap at each other at cool vistas.

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October 13, 2011

 

I liked their dialogue too. But I'm questioning if their story really made any sense. In other words, did anyone change as a result of the story?

[Spoilers]

Elika seems to know her fate even before the Prince finds her. She is ever working toward that goal and, I feel, incapable of changing her viewpoint to that of the Prince’s attitude of “I take what I want.” She wants to give over her life in following Ormuzd’s teaching again despite the Prince trying to change her.  

The Prince, in turn, seems to take whatever he wants -- including her at the end. You might argue that he changed to become more caring, but that aspect of his character is there at the beginning -- he steps in to fight for her… and ends up in that role for nearly the whole game. Elika tries to get him to care about her beliefs, yet he voids all that work that by releasing Ahriman at the end.

The only way to pull a narrative out of the game with actual character development is to stop the game after Elika dies for the second time and never play it again. By knowing that you can (or did) revive her again at the cost of unleashing a god of darkness upon the world creates two opposed narratives, not just interpretations but completely different stories.

Tones
October 13, 2011

I honestly liked the simple fairy tale-ish story of the Sands of Time the most of them all.

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