Time and Chronology’s Impact on Narrative Perspective; Gameplay as Subtext

(Spoilers Ahoy)

Before writing this post I was prepared to discuss how the narrative provided by the books before each level was divorced from Braid’s game play; that is there the player/reader experiences little or no narrative development through the act of actual play. Reflecting on the whole narrative I no longer hold this position. The opposite is true, and in fact gameplay is an integral part of the narrative.

The text at the beginning of each world/room/what-have-you is exposition. Gameplay, specifically the time manipulation mechanic, is subtext. As the player progresses linearly, we are first at led to believe that Tim is a protagonist when the opposite is true. Prior to the game we learn through the expository text that Tim has already used time manipulation to change things about his relationship with the princess. Through play the player comes to rely on this mechanic to progress Tim came to rely on it to define his relationship with the princess.  This leads to a skewed prospective on the part of both the player and Tim the character. Right up until the final moments of the game, the player is led to believe they are working to save the princess, when in reality they are inadvertently thwarting the Princesses attempts to escape the game’s true antagonist, Tim. Braid‘s central gameplay mechanic has distorted the narrative, and what delivers the narrative’s conclusion.

Only a two lines of dialogue are given during Braid‘s climax; the rest of the narrative is furthered by watching events happening in reverse, then in proper chronological order. The player is left figure out for themselves what is happening instead of having it described to them through exposition. The simple difference in what occurs when drastically impacts how the narrative is perceived. When the final level beings, it seems that the Princess is asking for help from the knight’s demands for her to “come down here!”. But in simply changing the order these two lines of dialogue are given the context of the situation is greatly changed. Instead the princess is soliciting the help of the knight who then provides it. And in reversing the chronology, the princess efforts to aid Tim and the player become attempts to hinder them.

This reminds me of our class discussions of the difference between narrative and plot. Perhaps the gameplay is divorced from Braid’s plot – that is it doesn’t affect the situations described by the various expository books littered throughout the game. But it is inextricable from the games narrative, as discussed above. Braid is probably not the first work to play with the idea of presenting the plot in a certain chronological order to shape the audiences perception of narrative, but it is certainly a great example of how to do it successfully.