How Many Games Can You Play as a Redshirt? Exploring the Boundaries of Narrative and Player Agency

blog 2025-01-25 0Browse 0
How Many Games Can You Play as a Redshirt? Exploring the Boundaries of Narrative and Player Agency

The concept of playing as a redshirt—a character destined to die or serve as cannon fodder—has long been a fascinating trope in storytelling, particularly in science fiction. But how many games allow you to step into the shoes of such a character? And what does it mean to play as someone whose fate is seemingly predetermined? This article delves into the intersection of narrative design, player agency, and the redshirt archetype, exploring how games have tackled this unique perspective.

The Redshirt Archetype: A Brief Overview

The term “redshirt” originates from Star Trek, where crew members wearing red uniforms were often killed off to heighten the stakes of an episode. In gaming, this trope has been adapted in various ways, sometimes as a commentary on the expendability of characters, and other times as a subversion of player expectations. The redshirt is a character whose purpose is to die, but what happens when the player controls that character? Does the narrative shift, or does the inevitability of death create a unique gaming experience?

Games That Embrace the Redshirt Trope

1. The Stanley Parable

In The Stanley Parable, the player takes on the role of Stanley, an office worker who discovers he is merely a pawn in a larger narrative. While not a traditional redshirt, Stanley’s lack of agency and the game’s meta-commentary on player choice echo the redshirt’s expendability. The game challenges the player to question their role in the story, blurring the line between protagonist and redshirt.

2. Doki Doki Literature Club!

This visual novel initially presents itself as a lighthearted dating sim but quickly subverts expectations by killing off characters in shocking ways. The player’s choices influence who survives, but the inevitability of death for certain characters mirrors the redshirt trope. The game uses this to explore themes of mental health and the fragility of life.

3. Among Us

In Among Us, players take on the roles of crew members on a spaceship, some of whom are secretly impostors. The crew members are essentially redshirts, as their survival is never guaranteed. The game thrives on the tension of not knowing who will be eliminated next, making every decision feel consequential.

The Player’s Role in a Redshirt Narrative

Playing as a redshirt challenges traditional notions of player agency. In most games, the player expects to control a character who can overcome obstacles and achieve victory. But when the character is destined to fail, the player’s role shifts from one of empowerment to one of observation or even complicity. This can create a sense of unease, as the player is forced to confront the futility of their actions.

The Illusion of Choice

Many games that feature redshirt characters play with the illusion of choice. The player may believe they can alter the outcome, but the narrative is often designed to lead to the same conclusion. This can be frustrating, but it also serves as a commentary on the limitations of agency in both games and life.

Emotional Impact

The inevitability of a redshirt’s death can evoke strong emotional responses. Players may become attached to their character, only to have that attachment shattered by their demise. This emotional rollercoaster can make the experience more memorable, as the player is forced to grapple with loss and mortality.

Redshirts as a Commentary on Gaming Tropes

The redshirt trope can also be seen as a critique of gaming conventions. By placing the player in the role of a disposable character, games can highlight the absurdity of traditional power fantasies. They force players to question why they value certain outcomes over others and challenge the notion that every story needs a happy ending.

Subverting Expectations

Games that use the redshirt trope often subvert player expectations. What begins as a typical hero’s journey can quickly devolve into a tale of futility and despair. This subversion can be jarring, but it also opens the door for more nuanced storytelling.

Exploring Morality

Playing as a redshirt can also raise moral questions. If the player knows their character is doomed, how does that affect their decisions? Do they act selfishly, knowing their time is limited, or do they strive to make a positive impact, however small? These questions can lead to deeper engagement with the game’s themes.

Conclusion

The redshirt trope is a powerful tool for exploring the boundaries of narrative and player agency. By placing the player in the role of a character whose fate is sealed, games can challenge traditional storytelling conventions and evoke strong emotional responses. Whether used as a commentary on gaming tropes or as a means of exploring deeper themes, the redshirt archetype offers a unique and thought-provoking experience.


  1. What are some other games that feature redshirt characters?

    • Spec Ops: The Line and This War of Mine are examples of games where the player’s actions often lead to inevitable tragedy, echoing the redshirt trope.
  2. How does playing as a redshirt affect replayability?

    • Knowing the outcome can diminish replayability for some players, but others may find value in exploring different paths or uncovering hidden narrative details.
  3. Can the redshirt trope be used in non-linear storytelling?

    • Yes, games like Detroit: Become Human use branching narratives to explore the redshirt trope in a non-linear fashion, allowing players to experience multiple outcomes.
  4. What makes the redshirt trope effective in horror games?

    • The inevitability of death heightens tension and fear, making the player feel vulnerable and powerless, which are key elements of horror.
  5. How do developers balance player agency with a predetermined outcome?

    • Developers often use subtle cues, such as foreshadowing or limited choices, to guide players toward the intended outcome while maintaining the illusion of agency.
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