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Tru Calling, Pattern and Exceptions

[ movies/television | video games ]
[ | ]
[ February 11th, 2009 ]
[ by: Alvan ]
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Alvan

In preparation for the upcoming Dollhouse, I watched Eliza Dushku’s previous series, Tru Calling from DVD and as usual, some thoughts arose.

For those who don’t know what Tru Calling is about or don’t have the muscle strength to click on the link about, the show’s sort-of-premise is “Cute girl relives days, to prevent nice people who died and asked her for help not to die.” Funnily, that’s fact only maybe in the pilot. What makes the show very watchable in comparison to other series with clear-cut formulas is the fact that the formula is there only to be broken. It is specifically indicated in a few episodes that when things happen the “Cute girl relives days, to prevent nice people who died and asked her for help not to die” way, they happen off-screen. The main character relives days and saves people, mostly on Mondays and Thursdays. But when we get to see it on screen, there is some variation to the pattern.

It might be something small like “the guy who needs saving isn’t a good guy” or “it’s not about saving just one person” or “It’s about saving not only the person, but your own life also”. The writers are very aware of the core concept and know how it can be explored. And what they were planning doing with it was quite awesome as well. Shame it never got explored better. But in a world where even the best shows tend to get stale because they don’t have the guts to explore the show’s concept more often, Tru Calling was really a nice exception.

And yes, not to disapoint the eager, I will go on to a gaming tangent on this one as well. Puzzle games are really great at this. You are given a set of tools from the start. You start by solving the simplest possible obstacle with the one tool you’ll end up using most. And level by level you are presented with new problems you can solve using those tools. Usually the end levels need you to wrap your head around every concept you’ve learned and possibly understand how certain basic rules you thought existed in the beginning are broken. It’s a shame that games outside the puzzle genre rarely use this to their advantage. Or it might be so that once you include that pattern to your game, the game gets classed as a Puzzle game. Portal being a good example of the latter.

Would be interesting to see this pattern expand to other games. In MMOs, this can be seen when people do things like “Let’s try to complete this instance with sub-optimal group setup” and in some games, people are giving themselves restrictions on what they can do so they have challenges. Typical way games seem to raise the bar these days is just increase number of enemies or make you smash things with bigger reaction times. But very rarely you end up with a situation where you find yourself constantly exploring the awesome things you actually can do with the resources you could have used from the beginning.

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