Learning about new societies and cultures is exciting; I don't know about you, but I sometimes get the urge to just dive in and immerse myself. Yet no one should just jump into any culture without proper tools, least of which is the ability to build rapport.
Building rapport is to build trust. Trust is what creates lasting bonds, without which nothing would get accomplished: friendships, romantic relationships, collegiate or business partnerships, etc. Some people are naturally gifted with the golden tongue, knowing all the right things to say to get what they want; some people come off as too brash or too forward, leaving little room for mutual respect and cooperation.
Hopping back on the "golden tongue" part for a minute, one might misconstrue this as straight-up knowing-how-to-manipulate-someone-for-personal-gain. While this unfortunately does happen, rapport-building in general is not inherently malicious. I'll use anthropologists as an example, as we are known for such studies. Anthropologists who do not build rapport with key informants in their field of interest don't collect strong data, and certainly don't collect truly representative data.
Okay, I know anthropological terms sound a bit dry, so let me put it this way: If you aren't reliable when your friends ask you for reasonable favors, they likely won't do favors or reward you for your efforts. If you don't take the time to learn what your potential partner likes for date nights, you might ruin your chances of hitting it off and be rewarded with returned affections.
See a pattern here?
If you fail to follow up on/carry out X favor for someone, negative reaction Y will likely happen and you won't get Z reward.
Where in the hell does gaming fit in? ..Isn't it obvious?
Gaming fits in everywhere.
Adventure games – especially in the golden age of ye olde point-and-click adventures – embody excellent examples of rapport-building in order to obtain some sort of positive outcome. Older adventure games often have dialogue prompts with two to three different outcomes: Success, fail, and sometimes inability to continue (we’ll call it “trapped” for the sake of this discussion; for example, you forego a particular item that you now can’t go back and get to proceed). Nowadays, most adventure games include alternate story endings or entirely different stories to pursue.
First, we’ll discuss the older games. Sierra games, such as Space Quest and King’s Quest, are particularly good examples of utilizing the 2-3 outcomes rule; other games could include the Monkey Island series, the Syberia series, Nancy Drew series, and Grim Fandango. Though the mechanic of rapport-building with non-playable characters (NPCs) is not yet refined to ‘feel’ exactly like real-world bonding, there are nonetheless options that you – the main character – must consider when talking to them. The idea behind games like these is that in order to proceed with the main storyline (usually the one and only storyline), you must select the right questions, responses, objects or a combination of these three things to obtain information to solve a puzzle or access to a new area in the game.
The rapport-building mechanism in older games like these is a good introduction to the real-life skill, but by no means a superb resource: The old mechanism operates under the idea that people are robotic and predictable – which, some folks are I suppose, but definitely not the majority – and there will always be a “correct” answer and a personal reward. Though building rapport with people does reap benefits, particularly in the form of access to information, objects, affections and status, ye olde adventure games fall short by creating the expectation that a quick switch in dialogue or action is all that is needed. If applied to real-world interaction, once someone has presumably chosen the ‘fail’ option there is little to no good recovery to the ‘success’ one; at best, one could try shooting for ‘trapped,’ but the ‘success’ option will be perma-mitigated unless the “main character” can either come up with a genuine attempt at reparation or erase history.
…And I don’t need to tell you which is impossible.
Yes, I know: The vast amount of us humans are not so simple to believe that these older mechanics actually apply – but impressionable minds do exist. No, this is not some obscure link to “video games cause violence,” because they don’t: People do. People with impressionable minds do. At the end of the day, rapport-building skills take time and practice to develop, and as social animals it is up to all of us to ensure no one is being taken advantage of.
Cited: Grim Fandango (LucasArts, 1998)Now we’ll cover newer games. Bethesda games, such as The Elder Scrolls and Fall Out series, as well as The Walking Dead by Telltale – even House Party by Eek! Games LLC, an “adventure” of a different kind – are all good examples. These adventure games are built to be more open-ended with the story, with ‘side quests/missions,’ exploration of a more expansive world in general, and absolutely more human-like interaction with NPCs..
..Well, as “human” as a game is allowed before it’s no longer considered “fun.”
Both the older and newer adventure games come with a sense of a ‘success’ answer for every NPC interaction that must take place. However, the difference is that in newer games the stakes feel higher: There are still – if not more – ‘trapped’ options, which nowadays can have built-in workarounds if one is savvy. However, the ‘success’ and ‘fail’ responses now tend to be multiple and accumulative: the NPCs “remember” your choices and, based on their personality designs, will respond to your requests and comments as such, affecting your desired storyline’s course and alternate ending. Your actions and dialogue selections can even affect other NPCs in the vicinity. Furthermore, ‘success’ options do not always yield desirable or relevant rewards per the opinion of you the player.
Sound confusing? It should – it’s much more akin to real-life rapport-building than ever before.
When building rapport with others, you often desire a positive reward: Friendship, love, services, etc. In order to earn rewards, you need to interact accordingly: via multiple conversations, with layered dialogue and in-depth discussions, shared interests, and providing genuine proof of having payed attention to details. Not complying with these parameters quickly leads to ‘fail’ outcomes; only meeting half-way with someone can lead to ‘trapped’ outcomes. With modern programming technology, players can now feel more enmeshed in the game’s world, feel more weight behind each interaction, and feel more responsible for their choices.
Cited: The Elder Scrolls: Skyrim (Bethesda, 2011)IN CONCLUSION…
...Every game is a product of its time, this is very true – it could very well be that today’s Skyrim was 1998’s vision for Grim Fandango, if only the technology was there. As well, the undeniable truth with adventure games is that every NPC is coded in specific ways, to react to specific prompts, which makes them, well, predictable – this is true no matter how old or new the game is. There are a couple take-aways here that I want to make clear:
1) Video games are not substitutions for real-life lessons in human interactions and rapport-building; but
2) They can be incredibly useful tools to practice with before going on any “quest,” such as getting a job, finding a partner, or starting a business partnership… or studying a whole different culture.
Again, take anthropologists for example: They go into each field of inquiry with some idea in mind of what lies ahead, but not knowing everything – they need navigators, key informants, to get around and get help and information from. How do anthropologists move about the field? By talking to those embedded in it: Building rapport. Friendships, even small ones, can be achieved by doing reasonable favors, bringing small gifts, being polite and respectful, remaining curious and asking thoughtful questions.
Everything I just wrote can be applied to anyone: All of us who enter new or different spaces ought to have the wherewithal to build rapport with those within them. It helps mitigate misunderstandings (though never completely), opens doors to new information and spaces, and in the process, we grow and expand as people. While games teach us a great deal of useful things, just remember…
…In life, there are no save files – only alternate endings. It is up to you to choose how your adventure plays out.
Cited: King's Quest V: Absence Makes the Heart Go Yonder! (Sierra, 1990)