Storytelling Authority in Today’s Political Climate: An Interview with Life Is Strange Series Co-Director Michel Koch

From graphics that let you see the pores on the faces of Final Fantasy VII Remake’s characters to sprawling stories delivered through additional content that can see the light of day years after a game’s release, videogames have radically changed in the last decade. One of the biggest and most positive developments over the course of the last 10 years has been the much more inclusive array of stories. But exclusively white developers still represented 61% of the industry’s workforce in the International Game Developers Association’s 2017 Developer Satisfaction Survey, with men representing 74%. So while stories are becoming more diverse, the teams creating those stories aren’t diversifying at the same speed—and it’s important to have more marginalized people telling their stories.
This is something the team at Dontnod Entertainment, best known for developing Life is Strange, is conscious of in their mission of creating games about empathy. When they announced their upcoming 2020 game Tell Me Why—which will focus on two siblings, one of who is trans—many people expressed concerns about a story centering on a trans individual being made by a team of majority cis male developers. When Life is Strange 2’s first details were announced, I remember being wary about how the team would handle telling a story about two Latinx boys in today’s political climate. To get insight on how the Dontnod team handles emotional storytelling, writing about marginalized people, and the understandable concerns over who can tell those stories, I spoke with Michel Koch, the co-director of Life is Strange, as a fan of the series and as a marginalized person who is always considering these problems in the industry.
It took over a year for Life is Strange 2 to wrap up. The first episode came out in September 2018 and the last one was just released this past December. It’s easy to understand why—this is an ambitious project, with each episode taking place in wildly different locations with different characters. It’s also ambitious in ways the first season was not; while the first season tackled more universal issues like cyberbullying, friendship and love, the second season focuses on specific themes like bigotry, racism, police brutality, and immigration in addition to universal subjects like family, education and adulthood. Addressing these subjects, especially in a game taking place in the U.S., requires a great deal of care considering America’s current political climate.
It’s a responsibility that Koch and the team were deeply aware of, especially as white men who don’t live in America. They knew their work could have potentially done more harm than good to the marginalized community it centered on. So, they committed to doing the work to get it right.
“We traveled the United States and talked with people we met, and those people shared their stories and the issues they were facing with us,” says Koch. He knew it’d be important to try to represent some of their struggles and, “give a voice to some kinds of characters that are not often seen enough in videogames. That’s why we said that, even if we’re not comfortable with it, and if it was not violence that we’re facing ourselves, that it might be important to showcase that in the game to talk about it.”
In speaking with marginalized people and being committed to shed light on their experiences, Koch stresses that empathy was crucial. “When you just talk to people with empathy,” says Koch, “when you try to be genuinely interested about what people have to say, that’s a good way, I think, to write about them—to try to know them, to talk with them, to be interested with their stories, and then that helps you to talk about them.”
It’s certainly easier said than done. One aspect that complicates showcasing such struggles in a videogame is that it contradicts the tendency of videogames to be power fantasies. Furthermore, Life is Strange 2 is a choice-based game—and the fact is that choices often look different for marginalized people.
“We have a game about choice, and we are giving the choice to a character who sometimes is just powerless and cannot really make a choice because the world, the society around him, is not allowing him to do that,” states Koch. “So it’s something that’s complicated because it is still a videogame. But if we want to talk in a good way about those subjects, I think that we need to put the player in a position that will feel powerless if a situation requires it.”