Heroism and Rebellion

Turnabout Game Design

Finally, being a visual novel and a video game, Phoenix Wright's story is dependent on its game design - how the technology and ludic mechanics of the system make for a more enriching experience. In this particular story of heroism, components of design such as sound, the interactive gameplay, and the narrative tension built by these elements, all make for an immersive experience that encourages the player/reader to become more invested in the story and the efforts of the hero.

Being specifically a visual novel, much of the game design choices rely on the developers deciding how much control should be allowed to the player/reader in affecting the fate of the game. Indeed, there are many instances throughout the game where the player has to decide between several different options in order to continue the story. Sometimes, such as when Phoenix has to decide whether to defend Maya Fey, there is an obvious "correct" choice, and it is this correct choice that actually continues the story. In relatively stressless situations, these choices are result in no major consequences, and may even be played for laughs. In some cases though, where the situation is more serious, the consequences of making a wrong choice can be severe, resulting in the player receiving a penalty from the judge during trial, or even losing the game officially. What is common amongst these choices, however, is that ultimately the story is linear, and that the story will continue along a set path with a singular ending.

This is an instance of what Astrid Ensslin, in her article "Playing with Rather than by the Rules," calls illusory agency, or the illusion of free choice and control over the outcome and events of the game itself (Ensslin 85). While the game does provide different choices, it is ultimately understood throughout the game that these choices do not really impact anything, and that they have other purposes besides creating alternative pathways. This ludo-narrative technique known as illusory agency therefore has many effects in the context of Phoenix Wright. Firstly, while the existence of choice may be an illusion, from a story perspective it often helps the player see into the thought processes of Phoenix Wright himself. For instance, while refusing to defend Maya is not a serious option to consider, the existence of that choice very well could illustrate that Phoenix, despite his determination, is nonetheless unsure of his choices, and is conflicted about what he should or can do to help Maya.

In many other situations, this lack of player agency is used to convey drama, especially in critical moments where tensions are high, and in these moments changes in music and other sound design play vital roles in conveying mood and stirring emotional reactions in the player. In the "Turnabout Sisters" trial, there is one particularly stirring moment where Phoenix realizes that he has run out of information he can use to argue his case, and is therefore about to be convicted as guilty. Suddenly, in this moment, the control of the player is completely wrestled away, and the player becomes the victim of the dialogue and cutscenes. This sense of powerlessness, where before the player could freely operate the game and now cannot stop this undesirable outcome, sends a fearful and exciting reaction through the human mind as the power over Phoenix's fate is given to some unseen power within the game's technological build.

To begin with, to give a small insight as to what the experience of the Phoenix Wright gameplay is like, take a moment to go through this little story, which I call "Your Honor."

While the true game is not quite so futile as the Twine story, but the sentiment still stands true. Seeing an undesirable outcome such as this play out as the options dwindle away is a truly horrifying experience, even in just a game. Furthermore, the sounds and dialogue in these scenes, especially the music which changes into an intense melody when the trial is reaching its climax.

However, this element of illusory agency is merely compounded on the main core of the Phoenix Wright gameplay, which highlights the heroic aspect of the story - the puzzle solving. Both the investigation and trial gameplay are based around gathering information essential to the case at hand, and being able to use that evidence to poke holes in the arguments of the prosecution and witnesses. They rely on the player to form clear ideas about the evidence gathered in the court record, and interpret the information gathered in order to get closer to discovering the truth. In particularly stressful moments, such as the climax of a case, the fear that the player will not come to the right conclusion or will misinterpret a piece of evidence, and therefore possibly lose, can be great. However, there is also an element of satisfaction in the process as well. While the build up of tension in trial scenes is great, they are even more exhilarating in moments of triumph! Take moments when Phoenix suddenly turns the tables with a piece of information that a witness did not take into account. Not only do these build excitement, but they build up the player's hope that Phoenix will finally have his chance at victory. In these moments, when Phoenix points his finger and shouts fear into the faultering Redd White, the desire for Phoenix to shrug off the weight of his opposition - to "rise from the ashes" and save the day is greater than at any other point in the story. Phoenix never seems more heroic, more capable of carrying out his mission. In these moments, where the game's immersive quality is at its peak, it really seems possible that one simple defense attorney can cause an entire judicial system to reform itself, and that is what is so powerful about it as a piece of interactive fiction.

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