The Design of Player Choices and Cutscenes in Red Dead Redemption 2
In the intense and immersive world of Red Dead Redemption 2, developer Rockstar Games often incorporates narrative elements that are difficult for players to control or influence. One such example is the interaction between the player character, Arthur Morgan, and Thomas Downes. Despite Arthur's actions and player input, certain cutscenes and consequences are still enforced. This article explores the reasons behind this design choice, delving into the importance of narrative consistency and the impact on character development and storytelling.Why Arthur Must Punch Thomas Downes
In Red Dead Redemption 2, the interaction with Thomas Downes is scripted in a way that the cutscene plays out regardless of player input. Even if you choose not to punch Downes during the encounter, the game still progresses the narrative as if the punch occurred. This design choice is a deliberate strategy to ensure that the story flows consistently and critical plot points are reached.
This approach is often necessary in games with complex narratives. It guarantees that important events, such as the impact of Arthur's actions and the consequences thereof, are not missed. The game developers likely intended for the encounter to have a specific impact on Arthur's character development and the story's progression. Consequently, the cutscene becomes a crucial element in establishing the relationship between Arthur and other characters, as well as reinforcing themes of violence and morality.
Unavoidable Consequences in the Game World
Unlike some video games, Red Dead Redemption 2 is not designed to be completed without killing enemies. Killing your enemies is a fundamental part of the game. This is evident in the efforts of a YouTuber named Eyezayar, who is trying to beat the game on a "no kill unless absolutely necessary" challenge. However, he is facing significant difficulties with this approach.
Arthur, as a member of the Van der Linde gang, is fiercely loyal and is often described as a "man of action." His narrative is rooted in violence and the pursuit of quick solutions, which is why he often gets into altercations and chooses to resolve conflicts rather than engage in peaceful dialogue. This design choice is in line with Arthur's character, making it difficult for the player to completely avoid violence without negatively impacting the game's progression.
Arthur's Fate: Honor or Disgrace?
Despite the player's choices, Arthur's ultimate fate—his death—is a predestined event in the game's narrative. The developers have ensured that Arthur will die no matter what the player does, but the circumstances leading up to his death can vary. The player gets to decide whether Arthur dies in honor or disgrace, adding another layer of depth to the character's story and the player's own moral journey within the game.
This linear narrative structure is a deliberate choice made by Rockstar Games. It ensures that the game remains engaging and true to its gameplay and narrative intentions. The player's agency is not lost, as there are still meaningful decisions to be made, but the overarching story and its outcome remain consistent.
In conclusion, the design of player choices and cutscenes in Red Dead Redemption 2 serves a greater purpose in maintaining narrative cohesiveness and providing a rich, immersive experience. While certain events are scripted, the player still retains the ability to influence the tone of the story and the moral impact of their actions.