A few years ago, I spent a weekend cranking through season 1 of 24. I donât regret this. Binge-watching is a beautiful experience.
24, by the way, is a show about a dude named Jack Bauer who uses cheat codes to save the world once every 24 hours or so. The show is well-known not just for high-octane action (read: lots of guns) but for being Plot Twisty As Heck: at the end of every episode, some crazy shit goes down. Your favorite tech support guy is gassed to death. It turns out the president is a bad guy. That sort of thing. Itâs addictive.
Near the end of season 1, which, again, I watched within two days, you get to experience The Plot Twist Of All Plot Twists when it turns out that (SPOILERS) Nina, Jack Bauerâs best friend and confidante, is actually an evil super-spy for reasons never entirely explained. When you re-watch that first season, there are a couple of subtle hints, but mostly this plot twist comes out of nowhere and screws with your head for no reason.
That was cool. But you know what wouldâve been cooler? If I had to identify the double-agent through my own investigation, and solve the mystery myself. In other words, itâd be cooler in a video game. (Incidentally, there was a 24 video game on the PlayStation 2, and it was actually pretty decent, but the twists were, as in the show, spoonfed to you.)
Over the past few weeks, Iâve been playing Phoenix Wright: Dual Destinies, an excellent game that I wonât spoil here. Dual Destinies, like 24, is Plot Twisty As Heck. But unlike 24, the latest Phoenix Wrightâs bombshells are revelations that you have to put together on your own, by gradually piecing the clues together (as guided by the game) to figure out who the real killers are and why they did it. Everything mostly makes sense. The plot twists feel earned, like theyâre there because things couldnât have happened any other way, not because the writers needed to pull out a plot twist at the last minute.
https://lastchance.cc/phoenix-wright-ace-attorney-dual-destinies-the-kota-1450775847%3C/a%3E%3C/p%3E
If youâre anything like me, youâll get a certain thrill out of that moment where suddenly everything hits you, and the adrenaline starts rushing and the pieces start falling in place, and you realize that oh wow it really was the golden retriever all along.
Here are some of the Rules Of The Plot Twist: 1) It should feel simultaneously unexpected and inevitableâyou wonât see it coming, but when it happens, everything fits perfectly; 2) It has to be earnedâwe have to care about the people involved; 3) Itâs okay to fool the audience, but itâs not okay for storytellers to rely upon camera trickery or other nonsense that deludes us just for the sake of setting up a twist.
We human beings are addicted to surprise. We love it. We eat up live events where anything could happenââholy crap did Janet Jackson just show her nipple?ââand we get hooked on shows that leave us hanging at the end of every episode.
But those are passive moments. We just watch them happen. In a video game, unlike in any other narrative medium, we can have active plot twistsâplot twists where weâre part of the story, and where we can decide what happens next.
Take Persona 4, for example. Atlusâs high-school-simulator-slash-RPG is stellar for many reasons, but the one big moment youâll never forget is the sequence near the gameâs end, when you have to pinpoint the person who has been murdering people in your little town for some 50 hours of gameplay. When you figure it outâand you have to figure it out, based on what youâve seen and heard over the entire gameâit hits you like an Ali punch. (You get three tries for this, and if you get it wrong, you get a bad ending.)
Or Knights of the Old Republic, a plot twist in which the playerâs entire purpose is flipped in a scene that comes out of nowhere, yet feels totally justified and earned once you know the truth behind it. BioShockâs big twist is similarly heavy and well-structured.
Those are the best plot twists. The ones that you get to play. The ones that take advantage of this medium to make you an active participant in the story. The ones that feel more satisfying because your actions were part of them, or because you were the one who put in the work to piece them together.
I just wish weâd see them more often.
Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET. You can reach Jason at [email protected] or on Twitter at @jasonschreier