Orcs Must Die!: Story and Character

Just as the UI in Orcs Must Die! manages to get along without a lot of explanation, so too does the story. You start off in the middle of an emergency that doesn’t require world-building to be intelligible, and most of what you learn about your situation later on comes from offhand comments rather than cutscenes and similar infodumps. The story’s major turn, the revelation that the orcs are being organized by some external force, is foreshadowed by some of the orcs’ random shouts: in addition to expected cries of “Kill the humans!” and such, they occasionally say things like “Yes, mistress!” and “Get out of my head!”. Just as well — when the game does finally does start to provide exposition in the form of psychic dialogue between the PC and the sorceress who’s driving the horde, it’s often drowned out by the background music and the clamor of battle.

Now, the game’s formal properties impose certain things on the story. You’re playing a character who physically exists in the gameworld, who has a location and and has to run around tending to emergencies wherever they crop up. At the same time, you’re basically acting alone. There are guardians and weavers, sure, but you’re the only war mage, and that means you have to both set up and execute the defense of every route to the rift in each and every fortress, even the ones that are clearly set up to be optimally guarded by teams of two or four people. Why it is like this? Because, we learn, all the other war mages who would normally be helping out are already dead at the hands of the orcs. There are a few different ways you could take this story. The creators of this game decided to make it a comedy.

The main way it does this is by making the PC into the war mage least suited for this challenge: young, brash, wisecracking, disrespectful about his recently-dead mentor, and above all, conceited. The sort of person who says “Booyah!” after a kill. It’s the sort of character Nolan North is known for, with a little more fratboy mixed in. In short, he’s a jerk, and the story is the story of a jerk justifying his jerkitude by triumphing where no one else expected he could. Given this, I suppose it’s fitting that the true antagonist is a controlling, manipulative woman. It’s all part of the PC’s world view. We never encounter the sorceress directly — in the end, you defeat her simply by closing the rifts and trapping her in the orcs’ homeworld — but we see her in cutscenes, and she’s exactly the sort of hooker-booted hottie that the PC would go for were she not so haughty and domineering. The orcs who do her bidding are of course exclusively male, the mind control magic being a metaphor for feminine wiles. The PC is of course immune to this magic, being too full of himself to let anyone else in. No woman can tame him. He isn’t just the jerk triumphant, he’s triumphant because he’s a jerk.

I feel like this is a sort of hero that’s been becoming more popular in games lately, which makes me a little worried about the zeitgeist. Games are really good at provoking identification with the protagonist. Is this really the sort of person we want to identify with?

1 Comment so far

  1. Dan Shiovitz on December 3rd, 2011

    Arguably this kind of character is a reflection of the player and not the other way around — like, this gives you a character who is fundamentally uninvolved with the world around him, where it’s just a game to him and he’s sure that he can conquer whatever challenges come his way without really having to care about the elements of the world as actual beings.

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