Who is John Marston? Interactive Storytelling in Red Dead Redemption

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Thursday, June 03, 2010

Editor's note: Michael takes a look at how developer Rockstar guides the character of John Marston, without taking decision-making power out of the player's hands. -Demian


Playing Red Dead Redemption, I found myself thinking a lot about the story, specifically within the context of the objective vs. subjective storytelling (which I discussed in a previous post). The one thing that I kept coming back to was that there are really two John Marstons: the one that Rockstar created and controlled, and the one that the players create for themselves within the game. Rockstar's John Marston exists in the cut-scenes and in-game dialogue, while the players’ John Marston fills the many moments in between.

This could create a big problem with the storytelling and the narrative -- if the players’ John Marston is radically different from the John Marston of the cut-scenes, the story falls apart.

But that doesn't really happen. While players seemingly have carte blanche over the game world between those scripted moments, they actually don't. In fact, they're rather limited in what they can do, especially when compared to the Grand Theft Auto games (post GTA3). Need an example? Prostitutes.

 

In the past GTA games, one was able to have sex with prostitutes, which was a way to rejuvenate the character’s health. But in Red Dead Redemption, which certainly has no shortage of prostitutes, it's impossible to procure their services in any way.

Remember, this is Rockstar, a company that seems to actively court controversy -- has it suddenly grown conservative? I don't think so. Rather, I think that this was a conscious (and smart) storytelling decision.

John Marston is a married man, incredibly devoted to his wife. So much so that he goes around hunting his old friends to make sure that she is safe. If he weren’t so devoted he would have no reason to do the things he is doing. Thus, if the player were allowed to make Marston cheat on his wife, it would completely compromise his character.

This is in line with Anthony Burch’s “suspension of agency” idea, that a player is willing to give up some control/choice for the sake of immersion in the game. When forced to play Marston like Marston, gamers can't play him as themselves -- but players are more invested/empathetic to the character and thus more immersed and engaged with the game as a result.

Now I would argue that John Marston in the game is supposed to be a good guy; by that I mean he doesn’t go around shooting everyone, robbing banks, stealing horses, etc. Well, perhaps not a “good guy," but a reformed or partially reformed bad guy. The player has the option to do bad things, but it's not a choice between creating a good Marston or a bad Marston -- rather, John Marston wants to be good but can easily lapse back into doing bad things. The bad choices, the actions that give you dishonor, tempt Marston back into his old outlaw/bandit way of doing things, and thus are also there to tempt the player as well.

The “morality system” supports reinforces this -- it's based on honor and dishonor, which is less defined than the binary good or bad. And in fact, it's relative: In order to gain or lose honor, one first has to have a morale system in place to judge actions as being honorable or dishonorable. In the game, the actions that earn honor are good deeds -- rescuing people, not killing a criminal when you can capture them alive, etc. -- while the actions that bring dishonor include stealing horses, money, killing innocents, and killing your own horse.

Based on what constitutes honor and dishonor, we can deduce that Marston generally aspires to be good (which is supported by many of the scripted moments as well). This is because if he were a bad person, then the actions of killing and stealing might be considered honorable, and the good deeds dishonorable.

The result of all this is that somehow Rockstar managed to walk a narrative tightrope: Red Dead Redemption tells an objective story (one without any branching or multiple endings), but still gives the player a feeling of agency (that they can do whatever they want in the world) without making any of their choices inconsistent with the character and story. And for an open-world/sandbox game, that's no small feat.

 
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Comments (7)
Twit
June 01, 2010

Hmmm... I never thought of his devotion in that way. It seems to be a very single minded focus, but strong nonetheless.

I thought it was quite interesting, in an example that supports your opinion, how Marston talks to his wife at the end. The dialogue remains ambiguous as to what Marston did throughout the game, but does acknowledge that for any player's version of Marston, it was a struggle for his conscience whatever he did to get to his wife.

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June 01, 2010

I was going to write about something similar, but now I'll have to revise it to make it different than this one. Great article!

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June 01, 2010

I agree with you on this - I liked that a lot about the game. The ending just wouldn't work if John were sleeping with every two-bit whore. But since's John's convictions on these matters were stronger than mine (if he's not going to sleep with Bonnie he's not going to sleep with anyone) it was never an in game issue.

And I'm sure after the Mexico scenes that this wasn't just a Hot Coffee thing.

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June 01, 2010

@Marcel

I meant to also make mention that I think depending on how you choose to go, dishonorable or honorable, that sort of determines how you will feel about the end of the last story mission. If honorable, sad; if dishonorable, perhaps that it was deserved. But I couldn't quite figure out where/how to work it in really.

Brett_new_profile
June 01, 2010

Really great analysis, Michael. This could be why I'm enjoying playing as John Marston more than I liked playing as any of the GTA protagonists.

Twit
June 03, 2010

@Michael

THAT. That is a great explanation to help players come to terms with the ending. I know I was somewhat conflicted and sad BUT I was an honorable player. If I think back to my spontaneous sprees of violence (with the bandanna) I can see the perspective of the what comes around, goes around ending.

Do you think this all applies to the (slight spoiler) final stranger mission?

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June 03, 2010

@Marcel

<Spoilers>

I think that the way I look at the final stranger mission is that those final missions at home with Jack, Jack sees his Dad as someone who did bad things and is now trying to get away from that and change himself. So regardless of how you, the player, see the John's death (whether it was sad or well deserved,) Jake would probably only see it as being undeserved since all he knows is that he did what the Feds wanted.

Thus it makes sense to me that Jake would be out for vengeance, but also what it does is if you played honorably with John it now opens the game up to let you do bad things. When playing with John I felt that I was staying with his character by doing honorable things, but as Jack I feel more open when playing to be a bit more of a jackass since he's willing to go through all the trouble to hunt down Ross.

</Spoilers>

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