Over the past decade, video game stories have reached a whole new level of quality. These stories have become much more than the loss of players moving from one area to another; They can evoke true emotions that motivate players and stay with them for many years to come. Like many games with acclaimed stories everywhere The last of us And God of war Focus around the shared trope: the old crook and the child pair.
Some of the great stories in the video game revolve around the personality of a parent trying to raise a child in a dangerous world. While these gray characters are usually fed up with the cruelty of the world, their child companions retain their sense of innocence. During their journey, the parent figure gives the child their knowledge and experience, while the child teaches them to find joy in life again. It’s a popular trope used in movies and books, but it seems to work best in video games.
Characters like Kratos and Atreus both provide the best in the world
One of the main parts of the old badass and child troop is the duality of cynicism and optimism. While the old villain is skeptical of everything and always assumes the worst of all, that child is usually naive and expects the best in the world. As the story progresses, the two characters usually accept each other’s point of view. The older the villain becomes a little more optimistic, the child gets the healthiest suspension of the world.
Video games use this dynamic in an interesting way, as it allows players to play both roles at the same time. In God of war, Kratos tries his best to avoid the other characters and ignores the requests of those who need help. Atreus, on the other hand, is always eager to find and help those in distress. Players enjoy being calm and aloof while being able to engage with the story and the world. It’s the best in both worlds, as players can experience the coolness of cynicism and the excitement of optimism.
The players engaged in the story
In stories that use old badass and child traps, badass is often reluctant to take responsibility for the child. Either they believe they are not equipped to be parents, or they have been traumatized so that they do not risk being hurt again. The bully is forced into the child to pay off debts or to achieve some goal. Eventually, the villain becomes attached to the child and wants to make the world safer for them. Stories like this do a great job of engaging players in the characters and their future.
Games using these traps force the player to protect and take care of the child. Teltel’s first season The Walking Dead It does it in an attractive way. It is Lee’s turn to keep an eye on Clementine, the helpless child in the Zombie Apocalypse. Throughout the game, players quickly begin to feel that Clementine is their own child. They feel real fear and anxiety when Clementine is threatened. The claims of the game become more real because it is not only the life of the player but also the life of the child.
Watching a character like Eli Grow Up is the biggest reward
In these stories, the villain usually does more than protect the child. They also teach us how to live in a cruel world. The child learns how to defend himself and his worldview is shaped by the lessons of the villain. By the end of the story, the child has matured and is ready to accept the world on its own. These moments can be the most satisfying for the players.
Watching a child’s character grow up and use the lessons the player has taught them can create an emotionally powerful emotion in the player. In The last part of us II, Players can control Eli instead of Joel, allowing them to see Eli training and the lessons Joel taught her. The hard work put in by the player in the first game has paid off.
The same goes for other sports. In Bioshock InfinityIn the DLC, the player becomes Elizabeth, who learns who to fight from Booker in the main game. The following season The Walking Dead, Clementine has grown and Lee is ready for what the world throws at her. Players get to raise the child to become the new villain and then play them in sequels or DLC. This is Trope’s ultimate reward, and it’s something that only video games can do.