Grim Fandango's Narrative Design
Summary
TLDRThe video script delves into the narrative and design brilliance of 'Grim Fandango,' highlighting its unique four-year structure and how it immerses players in a rich, evolving story. The script praises the game's art and design but emphasizes the equal importance of its narrative depth, which cleverly avoids exposition while establishing character history and relationships. The analysis particularly focuses on the second year in Rubacava, exploring how the game's open-ended narrative design allows for varied player experiences and multiple interpretations of character dynamics, setting it apart from traditional linear storytelling.
Takeaways
- ๐จ Grim Fandango is praised for its ambitious art and pre-rendered 3D graphics, but its narrative and writing are equally impressive and well-integrated with the game design.
- ๐ The game features a unique four-year structure where each day represents a year, creating a sense of being in the middle of an ongoing story with rich character histories.
- ๐ The narrative is detailed and realistic without being overly expositional, allowing players to uncover the story through various interactions without feeling spoon-fed.
- ๐ The second year in Rubacava is particularly highlighted for its narrative depth and complexity, which is why it receives a detailed analysis in the script.
- ๐ข In Rubacava, Manny Calavera, the protagonist, must overcome three main puzzles to board a ship, and these puzzles structure the player's time in the city.
- ๐ The game's open-ended design allows for exploration and interaction in various orders, creating a multitude of ways to uncover the story and understand the characters.
- ๐งฉ The narrative is constructed like a complex theorem, with each character providing pieces of information that can be combined in different orders to form a comprehensive understanding of the story.
- ๐บ๏ธ The city of Rubacava is rich with characters, each with unique perspectives and information, contributing to the game's narrative depth and player agency.
- ๐ The order in which players interact with characters can significantly affect their perception of the story and characters, adding a layer of subjectivity to the narrative experience.
- ๐ญ The script discusses the differences between video games and more linear forms of entertainment, highlighting how player choice in games like Grim Fandango can lead to varied narrative experiences.
- ๐ Replay value in Grim Fandango comes from the ability to experience the story differently each time, with the order of interactions altering the player's memory and impression of the game world.
Q & A
What is the main focus of the video script about Grim Fandango?
-The video script focuses on the narrative and game design of Grim Fandango, particularly how its unique four-year structure and the order in which players interact with characters and uncover the story affects their experience and perception of the game.
What is the significance of the pre-rendered 3D graphics in Grim Fandango?
-The pre-rendered 3D graphics are significant because they are considered amazing and often get the most attention, but the script argues that they should not overshadow the equally impressive narrative and writing of the game.
How does the game's writing accommodate the game's unique structure?
-The game's writing is detailed and realistic, creating a sense of history between characters without being overly expositional, and it successfully gives the player the feeling of being in the middle of an ongoing story.
What is the significance of the second year of the game in Rubacava?
-The second year in Rubacava is significant because it is the most praised and talked about section of the game, showcasing the marriage of narrative and game design through its complex puzzles and open-ended exploration.
How does the game handle the player's freedom to explore Rubacava in any order?
-The game handles this by having a wide variety of characters with unique perspectives and information, allowing for many different combinations of story discovery, and ensuring the narrative can accommodate various player choices without relying too heavily on specific pieces of information.
What is the 'carnivalesque' in the context of the video script?
-The 'carnivalesque' refers to the idea of a narrative born out of laughter, craziness, and spontaneity, which is a characteristic of novels according to Mikhail Bakhtin's theories and is related to the freedom and nonlinearity in games like Grim Fandango.
What are the three main puzzles that structure the player's time in Rubacava?
-The three main puzzles are obtaining a union card, acquiring a ticket, and stopping the last member of the crew from boarding the ship so the player can take their place.
How does the order in which the player talks to characters affect their perception of the story?
-The order affects the player's perception by introducing characters and plot points in different sequences, which can subtly change the player's impression of the city and its inhabitants, making the narrative more subjective and dynamic.
What is the 'Hitchcock effect' mentioned in the script?
-The 'Hitchcock effect' refers to the change in perception of a scene when the audience is made aware of an impending event before it happens, as opposed to experiencing the scene with the same knowledge as the characters involved.
How does the video script relate to the theories of Mikhail Bakhtin and Jesper Juul?
-The script uses Bakhtin's theories of the carnivalesque, dialogic, and chronotope to explain the unique aspects of novels, and Juul's theories of sequence, story, and discourse to highlight the differences and similarities between video games and other narrative forms, using Grim Fandango as a case study.
What does the script suggest about the replay value of Grim Fandango?
-The script suggests that the replay value of Grim Fandango comes from the ability to experience the story in different ways each time by choosing different orders to interact with characters and uncover the narrative.
Outlines
๐ฎ Art and Narrative Harmony in Grim Fandango
The video script discusses the balance between the art and narrative in 'Grim Fandango,' a game known for its impressive pre-rendered 3D graphics. The game's unique structure, which divides the narrative into four 'days' or 'years,' is highlighted as a key element that immerses players in the story. The script emphasizes that the game's writing is as noteworthy as its art, creating a sense of history and realism without being overly expositional. The second year in Rubacava is particularly praised for its detailed analysis and narrative depth, with a spoiler warning issued for viewers who have not yet experienced this part of the game. The script also touches on the game's open-ended nature, allowing players to explore and interact with a variety of characters in any order, contributing to the game's rich narrative and design.
๐ The Complexity of Character Introductions in Grim Fandango
This paragraph delves into the intricacies of character introductions and how they shape the player's perception of the narrative in 'Grim Fandango.' It explains how the order in which players interact with characters like Charlie, the Seabees, Olivia, Nick, Lola, and Maximino can significantly alter their understanding of the story. The script uses the example of Maximino's character, who can be seen as either a corrupt figure of power or a vulnerable individual based on the sequence of interactions. The narrative's non-linear nature is contrasted with more traditional linear forms of storytelling, such as film, highlighting the unique subjective experience that games like 'Grim Fandango' offer.
๐ The Theoretical Framework of Narrative in Games
The script introduces literary theories by Mikhail Bakhtin and Jesper Juul to explore the differences between traditional narratives and those found in video games, using 'Grim Fandango' as a case study. Bakhtin's concepts of the carnivalesque, dialogic, and chronotope are compared with Juul's ideas of sequence, story, and discourse. The video discusses how 'Grim Fandango' exemplifies the breaking of sequence, offering players freedom to influence the narrative's course of action. The dialogic aspect is touched upon, highlighting how games can speak directly to the player, and the chronotope is illustrated through the game's save screen, which fills in as the player progresses. The video also briefly mentions the incentives for players to engage with the game's world and the unique temporal and spatial aspects of game narratives.
๐ The Replay Value and Evolving Memories of Rubacava
The final paragraph reflects on the replay value of 'Grim Fandango,' particularly the section in Rubacava. It argues that the game's narrative and design make it enjoyable to revisit, with each playthrough leaving a slightly different impression due to the choices made by the player. The script contrasts this with traditional games where once a puzzle is solved, there's no joy in solving it again. The video concludes by expressing a sense of sadness at leaving Rubacava and the desire to return to experience the story differently, emphasizing the evolving memory of the game that is unique to the medium of video games.
๐ Closing Thoughts and Upcoming Video Teasers
In the closing paragraph, the script thanks contributors for their artwork, music, and gameplay footage used in the video. It also apologizes for the impromptu and less polished presentation of the literary theory section, offering to provide more detail if viewers are interested. The script ends with a teaser for upcoming videos on either dinosaurs, the Jim Henson show, or another point-and-click game, inviting viewers to share their preferences for future content.
Mindmap
Keywords
๐กGrim Fandango
๐กPre-rendered 3D Graphics
๐กNarrative Structure
๐กRubacava
๐กPuzzles
๐กNon-linear Narrative
๐กCharacter Perspectives
๐กHitchcock Effect
๐กMikhail Bakhtin
๐กJesper Juul
๐กReplay Value
Highlights
Grim Fandango's art and design overshadow its narrative and writing, which are equally impressive.
The game features a unique four-year structure with Manny Calavera as the protagonist, creating a sense of being in the middle of a story.
The narrative is detailed and realistic, successfully creating character histories without being overly expositional.
Year two in Rubacava is the most praised section, offering a quiet detailed analysis of the game's narrative and game design.
The game's narrative accommodates the player's freedom to explore Rubacava in any order, reflecting a complex and open world.
The narrative design allows for multiple interactions and dialogue options, creating a rich and varied player experience.
The writing of Rubacava is compared to a complex theorem, with individual stories and player discovery affecting the overall narrative.
A map of Rubacava is introduced, highlighting major characters and their significance in the narrative.
Different orders of character interaction lead to varied player impressions and interpretations of the story.
The narrative design of Grim Fandango exemplifies the difference between games and linear forms of entertainment.
The game's replay value comes from the ability to experience the story differently each time, influenced by player choices.
Grim Fandango is considered a swan song of classic studio adventure games, bridging the gap between classic and modern indie games.
The game's narrative and design create a lasting impact, with players returning to experience Rubacava in new ways.
The video includes a discussion on Mikhail Bakhtin's theories and their relation to video games, using Grim Fandango as a case study.
Jesper Juul's principles of video game narratives are contrasted with Bakhtin's, highlighting the freedom and influence of player choices.
The video concludes with a reflection on the evolving memory of Rubacava, shaped by the player's unique experiences with the game.
The video credits Brian Rodriguez for the cover of 'Remember Me' and Pushing Up Roses for gameplay footage used in the analysis.
The presenter expresses interest in making future videos on related topics such as dinosaurs, the Jim Henson show, or another point-and-click game.
Transcripts
[Music]
Grim Fandango was so ambitious and the
thing that kind of gets the most
attention is it's amazing art and design
those pre-rendered 3d graphics and those
are incredible but it seems like they
kind of overshadow the the narrative and
writing of the game which I'm not trying
to say is better than the graphics and
the the game design but I think they are
perfectly equal and a married in a
really cool way so the game has this
really unique four year structure which
sees the player controlling Manny
Calavera the protagonist for about a day
and each day as a year apart with this
approach it constantly feels as if the
player is turned a middle of a story and
the game's writing needs to accommodate
this so it has to be detailed and
realistic and create the sense that
these characters have history with each
other and it does it really successfully
but amazingly it doesn't feel to
expositional either you know it doesn't
feel like you're constantly being
spoon-fed what's happened in the year
that you were missing the section where
this aspect shines the most is it's
probably the most praised and talked
about section of the game but I it's
like that for a reason and it's the
second year of the game in Rubalcaba
just a little spoiler warning this this
will be kind of a quiet detailed
analysis of year two and so if you're
your plank play grim I suggest coming
back to this video after you've done
this section of the game or if you're
playing it now and you've be in this
section then you can watch it cuz it
doesn't spoil anything further than we
recover but if you have no desire to
play grim but if you're interested in
the marriage of narrative and game
design then stick around but I highly
recommend experiencing it for yourself
first so here's some context money has
been working in Rubicon
for about a year off-screen and he's now
the owner of the casino and he needs to
leave recover fast and the only way to
do it is by boarding a ship but there's
three things standing in his way then
use tools a union card and he has to
stop the last member of the crew from
boarding so he can take his place these
are the three main puzzles that
structure your time and Rubicon they can
be completed in any order and most of
the places in Rubicon can also be
explored in any order and this crazy
openness is what makes to recover such
an impressive feat of narrative and game
design there's a lot going on in this
city and there's a wide variety of
characters and they all hold their kind
of unique perspective on the world and
their own information that is specific
to them but there are so many of these
interactions so many dialogue options
and dialogue trees and they can be
approached in almost any order and this
creates hundreds of different
combinations of ways that someone could
uncover the story of River Carver with
this in mind the ranking has to kind of
fall under a set of rules you know it's
got to give the player just enough
information from one character so that
can kind of stand on its own but also be
slotted into this the wider narrative
aruba Carver but also has to not over
inform the player or were like too
heavily on the players knowledge of the
city or rely on a piece of information
that they might have missed from another
character the writing of river cover is
like a complex theorem and and I want to
pick it apart and look at the individual
stories and how the player can uncover
them and the order they can do and how
it affects the overall narrative so
here's a map of rubaba
big thanks to matthew ripe sir i hope
i'm saying their name right but they
drew them up and they that means it so
thank you for them here are the major
characters that you'll be drawing
narrative information from all
characters in this year are important in
my opinion but here's just the bare
minimum to understand the story
so there's chowchilla charlie the
Seabees Olivia ofrenda Nick Virago Lola
and Maximino here they all are on the
map and this is where Manning starts
the beginning of the air on the map so
I'm just gonna go through the story of
Rubik over in a random order that the
player could experience and because you
uncover the story by kind of digesting
information from different characters so
this is just a random sequence of the
characters that you could talk to so
first there's Charlie Charlie which
makes sense to talk to him first because
he's in the club so he tells you that he
was kicked out of the cat races and that
Maximino has his money and of course you
don't know what either of those things
mean at all at this point so you move on
and you meet the Seabees and they say
Maximino is the big boy in town so you
know that Max has stolen Charlie's money
and he's a big boy in town and makes him
seem pretty corrupt and quite a bit
threatening at this point and they also
say that he gets his orders from Elmira
which is a hint as something that will
be revealed later in the story so then
you might go to the blue casket and
yield you'll see Olivia and the first
thing you'll see is Olivia being
involved with Nick and then you'll be
told that olivia is in a relationship
with max Amina so you know that olivia
is cheating on max with Nick if you also
keep talking to her she'll tell you that
Lola is in love with Max Meno now Lola
is the photo girl of the blue casket and
she takes a picture of Nick and Olivia
being involved when you enter the casket
you'll also be introduced to Nick at
this point because he is with Olivia and
you know you understand that he is
Maximian his private lawyer so all of
this kind of builds up to your
impression of Maximino
and you know that he's got like a
private lawyer he's he bought his
girlfriend a club he has to be rich he's
a big guy he steals money he's might be
corrupt he's getting orders from
different places he's connected you like
to find out laura is shot by Nick
because of the pictures she took so you
eventually meet Magda me no and he
denies that Olivia's cheating with Nick
and your
nice the Charlie's money that he has
belongs charlie and you also hear about
this blimp disaster in fall which is he
made a blimp which says marry me Olivia
it was a proposal but it also crashed
and killed Olivia's favorite cat now it
seems like that's kind of
straightforward but learning about
things in a different water really
subtly changes your impression of the
city so here's just a quick example
so before Maximino tells you the full
story about how the blimp crashed and
killed the cat there are two other ways
you can learn about it the cat that was
killed Sam spoof is has been taxidermied
and placed in a display container and
has a plaque that says you know that
sounds booth was tragically killed when
the blimp crashed into the court but it
doesn't reveal that the blimp was a
proposal so you just have the
information that the cat was killed by
the blimp then you can also find a photo
of the cat track which shows the cats
running around but you but then you can
see the blimp that says marry me Olivia
but it's before it crashes into anything
so you just have this lovely still
picture of the cats and then a blimp
that says marry me so you can take those
two pieces of information separately to
merge them together and make max aminos
but the way that you so say if you went
the Sam spoof one first so you'd be like
oh that's sad and you got the photo
you'd go oh that was the boom the
crashed but if you got the photo first
you'd be like oh that's nice you made it
someone's proposing and then you learn
by reading the plaque that oh no that
killed the cat it's kind of like the
Hitchcock effect say like there's a
there's a scene in a film where a couple
of eating dinner and then they blow up
the the scene is completely drastically
changed if you show the bomb first
before blowing up and then the audience
knows that it will blow up but as
opposed to just showing the scene where
they the audience knows as much as the
couple and they just blow up it's it's
like that because once you know the
blimp will crash and kill the cat it
changes your idea of the picture but if
you just see the picture at first you
know as much as anyone else that was
there
on that day watching the race so the
order we just went through was Charlie
Seabees Olivia Nick
Lola max so let's say you did it in the
order of Seabees Olivia Nick
Charlie Lola max Charlie and the Seabees
are from a different walk of life you
know you get Charlie's impression and
you think Charlie's just he's presented
us there's this slimy Peter Lorre type
character and he's a creepy guy and it's
like oh well probably deserved it max
max probably isn't all that bad for you
know kicking this this sleazeball out of
this cat race but you talk to the
Seabees and they're they're these
workers these working-class type guys
and they're protesting max they say is
the big boy in town he's the one that
the whole city is ruined by his
corruption it's putting people like them
out of work it's making people like them
hard to get honest work so from the
Seabees perspective you empathize with
them and think yeah max and these big
guys a corrupt and little guy and it's
not good and so it's different to what
you think of Charlie's whereas before if
you do Charlie CB you think maximum is
kind of dodgy but Charlie's dodgy - and
then the Seabees and reinforce that idea
of chav max Amir being not all that good
but alternatively if you went straight
to the blue casket and and just heard
the stories of Olivia and Nick and Lola
that's a completely different crowd from
the Seabees and Charlie they're much
more you know upper-class and in the
same sort of league as max and so you
just get it as this kind of distant
affair and tied up of local politics and
it makes max seem like this guy that's
only concerned with these three sort of
people maybe just like this very small
this cuz you know a relationship and
love and love cranks and stuff it's a
very like close circle that thing what
you wouldn't think it would affect the
entire town each of these characters
build on the information of max but the
first one you guys speak to kind of sets
him in stone in the players mind of the
type of character as kind
in a way to an extent because you know
you talk to him and gets revealed the
character he really is but you talk to
Charlie you see he's kind of you don't
think it's too bad
Seabees you think oh he's not he's a big
upper class guy and he is not good he's
corrupt you might even feel bad for max
if you go to Olivia's first cuz then the
only piece of information you know about
him is that his girlfriend's cheating on
him and it's a much more vulnerable in
production than seeing the C B's or
Charlie's perspective on it and makes
him seem like the king of the city when
you took Charlie or the C B's because of
the power he has over them but you
talked to Olivia and you see that the
power Olivia has over him and it's just
a complete different introduction to max
so as you can see there's lots of
different combinations of ways the
player can be introduced to Rebecca and
its characters and like you all know and
talk about them and how they create a
different impact of the level I think
these examples make it clear that the
way you order you talk to people does
make a difference in this game not to
the sort of canonical structure of the
game like you can talk to them in any
order and they'll say the same thing but
it matters to the player it also really
highlights this kind of difference
between games and more linear forms of
entertainment say like a film you know
if you were introduced to a character in
a film and the first thing you saw of
them was their girlfriend cheating on
them that and that that is a thesis
statement for that character because
it's what the author of the work has
chosen to introduce them as but with
Grimm you have these multiple
introductions they're up to the player
to choose how the plot the character is
painted in their mind in a way it makes
it more honest and more subjective
because so one players interpretation of
the character may well be very different
to someone else's purely just because of
the the way they went about learning
about the characters
hi just a little end note here this bit
is quite brand ly and was done quite
impromptu because I just found it and
thought it would be relevant so if you
don't want to hear some posh
explanations of literary theories then
you can skip to this time here I made
this presentation quite a while ago
talking about Mikael okay Mikhail
Bakhtin I think that's how you say his
name he was this literary theorist and
he wrote these kind of points of it's
been a while since I've read his works I
forgive me if I'm not being 100%
accurate but he wrote these points that
kind of define one novelist and how it's
separate to like a play or another form
of entertainment and then Jesper Juul
who wrote this kind of similar piece on
how video games are different from
narratives of like films and books and
stuff and he wrote it in the 1990s and
so I made this little presentation just
kind of talking about how the way
they've structured these points compared
to each other and I use grim fandago as
a case study because it's a really
perfect encapsulation of why it's games
of different two films but also rooted
in narrative so baktuns principles were
the carnivalesque the dialogic and the
corona Thoth and jewels principles were
the sequence incentive and story and
discourse and they both had lots of
different points but these are the three
ones I chose to compare because they
worked very well together and so the
carnivalesque was this idea of like a
narrative or a story of a novel from
bogden's perspective being born out of
laughter and craziness and spontaneity
and this compares it to the mind being
like a carnival and how it was a much
more experimentation or experimentation
or much more experimental and direct of
train of thought way of writing
it's native but it's it's it's linear
but it's a direct sort of beaming into
the author's head but jewel talks about
sequence and he talks about how there
are fixed sequences in like other forms
of narrative but then he brings up how
games are based on the freedom of the
player and their possibility of
influencing the course of action and you
know I'm not blown any mind set because
everyone knows the games are nonlinear
but Grimm really implements this
breaking of sequence in a really
interesting way that does subtly affect
the course of an active even though it
seems like a very linear game I'll
briefly just talk over these other two
because they're not as important but
there was dialogic and incentive and but
didn't talk about the dialogic of this
being of a personal way and what she
also speaks and then the incentive which
I thought was funny that Jewel talked
about how the game talks to the player
for it to be able to understand their
world and I used this picture from grim
if I thought it was funny because it
exemplifies both how a character and a
point click game will talk directly to
the player because of the purpose of the
game but also at the funny Lankans about
being alone oh yeah and then there's
this this Crona toe and story and
discourse so the corona taupe it's
complicated well try my best to explain
it properly but the corona taupe is
basically vehicles of narrative and
vehicles of space and time in a story so
the example I talked about in Grim
Fandango was how something like the save
screen starts is a completely blank
tapestry but the more you play the more
gets filled in so it's kind of like a
space for the narrative to take place in
if that makes any sense but jewel made
this really cool little diagram
of how a story plays out in a game and
have discourse plays out in a game in
the temporal distance between them and
so the story is how the player is making
the game progress and the discourse is
how it's happening in real time in the
world of the game so saying grim fandago
how you spend like one night in ruby
hava probably over the course of light
it's probably like a couple hours like
four hours maybe three hours I don't
know the player can spend like ten hours
in there and it won't make a difference
is still gonna be four hours in the
world the game I thought that was
interesting too because the amount of
space and time you spend in Rubik OVA
solving puzzles talking to people does
affect your experience and comparing it
again to like a linear form of
entertainment if you spent a film if you
watched a film and it spent four hours
on one scene that should have been an
hour is obviously gonna change your
opinion and the way you experience in it
so that's another way that Grimm and
especially we work up a really exemplify
is this way of narrative design and how
it differs from linear forms of
entertainment so I'm sorry that bit
wasn't as polished and well explained as
my main points which were that you can
experience recover in different orders
and it does make a difference but yeah
it's it's always sad to leave Rupa kava
it feels like you're gonna miss out on a
lot of cool things you know which is
exactly how it should feel having to
leave such a vibrant place it kind of
seems like nowadays there's this this
kind of divide between classic studio
adventure games
modern independent point click games and
it's like they completely sectioned off
from each other and grim fandago is
often cited as being this kind of swan
song of the classic games and you know
although some of my favorite games of
the genre have come from the last few
years and they do these cool large-scale
explorations like we recover and they
have even references to it it makes me
happy that I can always go back to
recover and experience the story just
different enough that it's still
interesting and impactful to me I come
back to grim fandango like every year or
so and sometimes it's just a play we
recover and I like to try and experience
recover in a slightly different way
choosing to talk to someone first I
didn't talk to you first the first time
seeing how it paints the story and just
every time it leaves this slightly
different impression of the place in my
mind and it's amazing it's like it's a
shifting story in picture and the way in
this it's like there's no one way to
remember it I'm always gonna have this
evolving memory of it because of because
of the different ways I'm experiencing
it which is something that's only done
through games and especially games that
marry narrative and design in such an
incredible way that is exemplified in
Reba kava people say that there's not a
whole lot of replay value because once
you learn a puzzle there's no joy in
solving it because you just go through
the actions of doing it but this choice
the amount of choice in this and options
is really what makes it replayable for
me
I can come back to you and every time I
do play even I played it so many times
every time it started to leave we
recover and I think that's a testament
to how enjoyable the narrative and the
game design makes it to be in Rubalcaba
[Music]
hey thanks for watching thank you so
much - Brian Rodriguez I hope I'm saying
it right but he let me use his cover of
remember me from cocoa and I love it
it's so good it fits so well his
channels below
he doesn't really good guitar
instrumentals and thank you so much -
pushing up roses who let me use her
gameplay footage from her let's play
it's a really good let's play and it's
what introduced me to grim fandago so it
was so cool to use it and thanks again
to Matty right through who let me use
the map values and I'll link that below
- I'm sorry if that presentation bit was
a bit of a blur but I just had it round
and then - I had put it in quickly so
I'm sorry about that but if anyone wants
that I can go into further detail on
back Dan's theories and stuff and
relation to games because it is very
interesting and it's it's a worthy for a
whole video yeah let me know what you
thought let me know of your experiences
in recover and the Grim Fandango and
yeah thanks so much for watching I'll
see you next Monday I'm thinking of
making a video on either dinosaurs the
Jim Henson show or salmon max another
point cut game so Fanny if a anyone's
got a preference you can say well
whatever
I'll make them both eventually whatever
who I see next Monday bye
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