When Controllers Speak: The Narrative Benefit to Controller Features like Built-In Speakers
There’s been a lot of talk lately about how AI and VR will “disrupt” game development and enhance player “immersion.” Both of these terms are ones I’ve personally grown sick of hearing, as they often feel like the tech sector’s cliché key words for chasing after shiny objects.
Often the best game narrative design tools are the ones closest at hand for a player. Namely, the controller, and in particular the use of built-in features like speakers or, in the case of the Playstation controller, the touchpad. Despite being simple and often gimmicky, we underestimate how such tools subtly work on our perception of a game narrative. We’ve become so used to having controller functions, especially among aging players and designers who grew up with Rumble Packs and the like, that we forget that they can be more than just ambience generators as with action adventure titles like Horizon Zero Dawn or horror classics like Until Dawn. They can break down the distance between player and game character with more elegance and impact than virtual reality or AI.
Take The Last of Us series, for example. Throughout the games there are running themes of intimacy and what deeds can be wrought by human hands both on a macro level and an interpersonal one. In the first entry, you can collect various tactile media from the world before the spore epidemic, including ragged comic issues, hastily written letters, cannibal manifests and more. Late in the game, however, you also come across recordings on dictation devices which (at least for the remasters) are recited not just on-screen but through your DualShock 4 or DualSense controller.
These recordings are a simple yet elegant way to transport the player into Joel’s perspective. The world of The Last of Us (assumed to be based off of the year of its original release, 2013) is at a remove from us, even today after having experienced a pandemic of our own. It’s a speculative post-apocalyptic scenario based off unnervingly believable fungal science (though of course, there’s no way to predict if our bodies would mutate in such a dramatic fashion). Despite all this, the player can have a brief moment of insight into what being in Joel’s position would be like.
By using the controller’s speaker, the object in your hand is transformed in a sense into the recorder Joel holds. This is emphasized by the fact that there are other key moments where the controller acts as Joel’s flashlight, giving a satisfying click that is also nerve-wracking during high-stakes stealth gameplay. Your flashlight’s battery is, of course, faulty at inconvenient moments and will need a rattling shake (both in and outside of the game world) to get it working once more.
I want to clarify that when such a moment happens, I’m not claiming that this controller-cum-dictation-device is a vessel for empathy. The player either has empathy for these moments or they find the functions a novelty instead. But what it offers is a powerful moment of potential empathy or catharsis in game narrative design, as in Part II when the controller is a stand-in for Joel’s acoustic guitar. Stoic Joel opens up in one of his rare instances of vulnerability for his adoptive daughter Ellie and as he awkwardly mentions it’s been years since he’s sung or played guitar for anyone, the player fumbles with the tutorial for using the touchpad to strum. What’s more, without giving anything away, the acoustic guitar over the course of both entries becomes a powerful symbol for Joel as someone reconciling with the past and for the arc of his relationship with Ellie.
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