BREAKING THE FOURTH WALL: FUN OR NOT?
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Hi everyone!
I am planning on making a short traditional rpg that I'll work on when I take a break from my main project. I plan on making it humorous, and with no clear signs of seriousness. So I was thinking, is breaking the fourth wall a good move or not? Any advice you guys may offer to me?
Thank you!
I am planning on making a short traditional rpg that I'll work on when I take a break from my main project. I plan on making it humorous, and with no clear signs of seriousness. So I was thinking, is breaking the fourth wall a good move or not? Any advice you guys may offer to me?
Thank you!
Don't overdo it. It can be good, but it is hard to pull off naturally. Humour in general, too.
What kind of humour do you want to go for? I love humorous games.
Do not involve any direct notices, or even interactions with you as a creator.
Make it appear randomly and subtly is what I'd say. The "why can't I be the main character?"-npc is not too bad.
Characters breaking the fourth wall all the time may work sometimes, but especially in a humorous context, it wouldn't add anything.
I also remember a game having a cave you could explore on the world map (among thousand of other different smaller terrains) with a whole out-of-context interior including ringringring bananphone-music in the background and forum-quotes. It was bright, colorful and totally stupid, but it was quite fun because of its stupidity and the rip on the game. That one wouldn't work in a humorous world, of course.
What kind of humour do you want to go for? I love humorous games.
Do not involve any direct notices, or even interactions with you as a creator.
Make it appear randomly and subtly is what I'd say. The "why can't I be the main character?"-npc is not too bad.
Characters breaking the fourth wall all the time may work sometimes, but especially in a humorous context, it wouldn't add anything.
I also remember a game having a cave you could explore on the world map (among thousand of other different smaller terrains) with a whole out-of-context interior including ringringring bananphone-music in the background and forum-quotes. It was bright, colorful and totally stupid, but it was quite fun because of its stupidity and the rip on the game. That one wouldn't work in a humorous world, of course.
Snark and witty, with the ocassional dark humour. There will be a serious plot that I will bury beneath all the humour.
I was planning on having an npc named 'Dev'. He'll be the player's guide throughout their adventure. And I was planning on having him constantly spill out stuff, like: 'Hey up there. Mind if you play faster? I want to be home before supper.' And comment relating on the aforementioned plot.
Yeah, I agree that most people that give this a shot fail. The only one that I think executed this well was deadpool.
I was planning on having an npc named 'Dev'. He'll be the player's guide throughout their adventure. And I was planning on having him constantly spill out stuff, like: 'Hey up there. Mind if you play faster? I want to be home before supper.' And comment relating on the aforementioned plot.
Yeah, I agree that most people that give this a shot fail. The only one that I think executed this well was deadpool.
Well, here is the thing about breaking the fourth wall; Sometimes it is done correctly, and other times it is done really poorly, and most of the time in rpg maker it is done absolutely terribly.
It comes down to how the deleviery is; For example, let's look at two dramas that I have recently been watching, that is "Castle" and "私の嫌いな探偵; The Private Detective That I Don't Like"(And yes, one is american and the other japanese)
In Castle there are a ton of forth wall breaking moments where the main lead Nathon hints that he was on "Firefly". These are well executed, and overall lead to making people smile, which in the realm of fourth wall breaking is what you want. You don't expect a laugh when you break the fourth wall, you expect a smile.
In "私の嫌いな探偵", both of the main characters realize that they are in a ridiculous japanese detective show, and at times they break the fourth wall with hints at being self aware, only to cover it up hypothetically. This is very playful, and amusing, but it is not very funny, just enough to make you smile. In other words:

That is the main problem with fourth wall humor; Not everybody takes a hint or quite understand if this is supposed to be funny or not. Now I have addressed the common pitfalls in television, let's address it in rpg maker games: It normally does not work well at all. The reason this is a hard form of humor to come across in a rpg is because of the medium. At the beginning of playing the game, often the player has experienced years upon years of bad humor in games, and is desensitized to it.
Now I am not saying for you not put fourth wall breaking humor in your game, by all means go ahead! Just don't be disappointed. In the end, my best advice is these 3 things:
1.Do some research: Watch some Carlin, watch a couple of movies where the fourth wall is broken on a normal basis(Wayne's world comes to mind sadly -_-'''). The more research you do, the funnier your jokes will be. Also, play Kentona's "I expect you to die" for a short, but good example of old school rm2k humor.
2.Make a rant: Grab a friend and come up with a few bits. If you can make them laugh(Borrow jokes if you must! Everyone does that in the beginning!), you are well on the way to making your game absolutely hilarious. Also, remember your audience!
3.Don't overuse it: Over using a joke can do one of two things: It can make it funnier by reference, or it can make it feel cheap. And cheap in this case is bad. It all comes down to how you deliver in the end.
EDIT: I spent the entire time people were putting up replies to type this. Sorry about that! And yes, Deadpool is a perfect execution of breaking the wall.
It comes down to how the deleviery is; For example, let's look at two dramas that I have recently been watching, that is "Castle" and "私の嫌いな探偵; The Private Detective That I Don't Like"(And yes, one is american and the other japanese)
In Castle there are a ton of forth wall breaking moments where the main lead Nathon hints that he was on "Firefly". These are well executed, and overall lead to making people smile, which in the realm of fourth wall breaking is what you want. You don't expect a laugh when you break the fourth wall, you expect a smile.
In "私の嫌いな探偵", both of the main characters realize that they are in a ridiculous japanese detective show, and at times they break the fourth wall with hints at being self aware, only to cover it up hypothetically. This is very playful, and amusing, but it is not very funny, just enough to make you smile. In other words:

That is the main problem with fourth wall humor; Not everybody takes a hint or quite understand if this is supposed to be funny or not. Now I have addressed the common pitfalls in television, let's address it in rpg maker games: It normally does not work well at all. The reason this is a hard form of humor to come across in a rpg is because of the medium. At the beginning of playing the game, often the player has experienced years upon years of bad humor in games, and is desensitized to it.
Now I am not saying for you not put fourth wall breaking humor in your game, by all means go ahead! Just don't be disappointed. In the end, my best advice is these 3 things:
1.Do some research: Watch some Carlin, watch a couple of movies where the fourth wall is broken on a normal basis(Wayne's world comes to mind sadly -_-'''). The more research you do, the funnier your jokes will be. Also, play Kentona's "I expect you to die" for a short, but good example of old school rm2k humor.
2.Make a rant: Grab a friend and come up with a few bits. If you can make them laugh(Borrow jokes if you must! Everyone does that in the beginning!), you are well on the way to making your game absolutely hilarious. Also, remember your audience!
3.Don't overuse it: Over using a joke can do one of two things: It can make it funnier by reference, or it can make it feel cheap. And cheap in this case is bad. It all comes down to how you deliver in the end.
EDIT: I spent the entire time people were putting up replies to type this. Sorry about that! And yes, Deadpool is a perfect execution of breaking the wall.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I find it funny sometimes as long as A) it's actually clever and B) I'm not expecting it. If it's just sort of dumb or if you've done it several times already and I've gotten used to it, I will just shake my head in dismay. Using it repeatedly comes across as you not taking your work seriously. It's like self-deprecation humor. A little bit is fine, but use more than a little bit and people wonder why you don't just do a better job instead of spending so much time pointing out your own flaws.
Some webcomics have tendency to break 4th wall as well, so browsing Smackjeeves/DrunkDuck may help as well in research step (and you'll find many great webcomics to read).
Anyway, just do it when you feel it fits (if it is serious game in general, I'd suggest to do it in more carefree and relaxed parts of the game, doing it at fight with main boss for example would seem forced.
Anyway, for my project I am putting some of it (currently there is devroom and other 4th wall breaking and game is even able to figure your name), but not overdose. My game is pretty easter-egg oriented though, so it may not be best example for your game. My aim is for amount of easter eggs similar to those in Duke Nukem 3D or (more recent) Retro City Rampage.
Anyway, just do it when you feel it fits (if it is serious game in general, I'd suggest to do it in more carefree and relaxed parts of the game, doing it at fight with main boss for example would seem forced.
Anyway, for my project I am putting some of it (currently there is devroom and other 4th wall breaking and game is even able to figure your name), but not overdose. My game is pretty easter-egg oriented though, so it may not be best example for your game. My aim is for amount of easter eggs similar to those in Duke Nukem 3D or (more recent) Retro City Rampage.
Thanks for the replies, everyone!
I'm going to take into account everything that you guys pointed out.
I'm definitely going to watch some movies. Maybe even re-read the old deadpool comics. Glad I could call it 'research' :D
I'm going to take into account everything that you guys pointed out.
I'm definitely going to watch some movies. Maybe even re-read the old deadpool comics. Glad I could call it 'research' :D
I don't thing that joking with the player is a good idea. 4th wall can be broken in many ways, like the characters going out of their plot, the game breaking itself, or the player being able to change something that "would" not be able to do normally (?)
May be this can be useful in your research, if you haven't seen them yet:
https://www.youtube.com/watch?v=WocjtVabfho
https://www.youtube.com/watch?v=jTaN6wyMwCY
https://www.youtube.com/watch?v=CCGJcMYI3Ig
Good luck!
May be this can be useful in your research, if you haven't seen them yet:
https://www.youtube.com/watch?v=WocjtVabfho
https://www.youtube.com/watch?v=jTaN6wyMwCY
https://www.youtube.com/watch?v=CCGJcMYI3Ig
Good luck!
Personally, I think it works better with fun, quirky games (light hearted in theme) than it would for something that's much more serious and dark.
So games like Super Mario RPG, Pokemon, and maybe even a Chocobo or Moggle spin-off to the Final Fantasy games, I could see it working. Even games like Chrono Trigger (while dark at times) could work.
But games like Xenogears, Final Fantasy, survival horror-styled games - I don't know. I approach these games expecting darker or more mature subject matters that to be thrown out of the game's reality would ruin the immersion.
So games like Super Mario RPG, Pokemon, and maybe even a Chocobo or Moggle spin-off to the Final Fantasy games, I could see it working. Even games like Chrono Trigger (while dark at times) could work.
But games like Xenogears, Final Fantasy, survival horror-styled games - I don't know. I approach these games expecting darker or more mature subject matters that to be thrown out of the game's reality would ruin the immersion.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Paper Mario did a really good job with the fourth wall. Not only the dialogue but also the graphics and gameplay break it in a lot of clever ways.
It's a fine line. Using Suda51 as an example:
In his 2001 game Flower Sun and Rain, one of the chapters involves a little boy kicking a soccer ball at the protagonist's head. When the protagonist begins to reprimand the boy, the boy starts complaining on how shoddy the game is; the character models look cheap, the plot makes no sense, and the music is simply remixed classical music. The protagonist flips out and the boy runs away--the player has to spend the rest of the chapter chasing after the boy "so word doesn't get out". I thought this was rather clever, and really funny.
In his 2013 game Killer is Dead, the protagonist sometimes flashes a grin at the camera and says "hey, it's just a video game". I thought this was lazy and annoying, an attempt at postmodernism with nothing backing it up.
--
Did you ever play Snatcher? There's a great bit early on in the game where you can hear a faint beeping. The protagonist's sidekick advises the player to turn the volume up on the TV if they can't hear it. It's soon discovered this beeping is coming from a time bomb, followed by a loud explosion. The protagonist complains how bad the explosion hurt his ears, to which his companion replies "That's because you left the volume turned up." I liked that a lot.
--
This reminds me of in Earthbound, there's a random dog you can talk to who becomes "possessed by the spirit of the game developer" to give some gameplay tips. I thought that was cute.
In his 2001 game Flower Sun and Rain, one of the chapters involves a little boy kicking a soccer ball at the protagonist's head. When the protagonist begins to reprimand the boy, the boy starts complaining on how shoddy the game is; the character models look cheap, the plot makes no sense, and the music is simply remixed classical music. The protagonist flips out and the boy runs away--the player has to spend the rest of the chapter chasing after the boy "so word doesn't get out". I thought this was rather clever, and really funny.
In his 2013 game Killer is Dead, the protagonist sometimes flashes a grin at the camera and says "hey, it's just a video game". I thought this was lazy and annoying, an attempt at postmodernism with nothing backing it up.
--
Did you ever play Snatcher? There's a great bit early on in the game where you can hear a faint beeping. The protagonist's sidekick advises the player to turn the volume up on the TV if they can't hear it. It's soon discovered this beeping is coming from a time bomb, followed by a loud explosion. The protagonist complains how bad the explosion hurt his ears, to which his companion replies "That's because you left the volume turned up." I liked that a lot.
--
author=karins_soulkeeper
I was planning on having an npc named 'Dev'. He'll be the player's guide throughout their adventure. And I was planning on having him constantly spill out stuff, like: 'Hey up there. Mind if you play faster? I want to be home before supper.' And comment relating on the aforementioned plot.
This reminds me of in Earthbound, there's a random dog you can talk to who becomes "possessed by the spirit of the game developer" to give some gameplay tips. I thought that was cute.
I quite like the occasionally fourth wall break, but yes as has been stated it has to be done with a degree of finesse and subtlety...and more importantly humour.
You have to remember, any game that has a tutorial or instructions, (which is most) is already breaking the fourth wall, since it is the game dev speaking directly to player about the game as a game. Personally I neither should, nor do, have an issue with that, we all had to learn the controls the first time, and if there's some additional tweaks it has to be conveyed in some manner. But as that tends to happen at the beginning of a game, before the wall is fully built I call that more peeking over the wall rather than breaking it.
What I've never been fond of is when characters in game speak to other characters and instruct them on a beyond the wall feature. I'll give a recent example. In A Phantom's Children which I played about a week ago the dev had included a feature where almost every piece of equipment would grant a permanent stat boost on levelling up if you had that piece equipped at the time. That added a little bit of fun in deciding which way I wanted to grow my characters, so I appreciated it. But the way it was told to me was having a support character talk to the MC and say 'hey you know that little +number on your equipment? Well that means...." and I'm annoyed, no the character wouldn't know about a plus sign since they have a backpack full of stuff not a menu UI. It could have been easily dealt with as a hint pop-up which I know is directed to me as the player, or as a book found on a shelf outlining the system, which could also have included a fourth wall smile inducer with the character making a comment about this odd reference book they found once that never made any sense to them. Or heck they could have done a Monty Python cops arriving and arresting the cast moment with the dev appearing as a character sprite and saying "whilst the characters are busy talking over there, let me explain the equipment stat system to you."
I think if you set it up from the get go that one of your NPC's is the avatar of the dev, then you'll be fine, after all it's up to the player if they want to interact with that NPC at any time, and knowing that if they do, fourth wall breakage is likely to ensue.
You have to remember, any game that has a tutorial or instructions, (which is most) is already breaking the fourth wall, since it is the game dev speaking directly to player about the game as a game. Personally I neither should, nor do, have an issue with that, we all had to learn the controls the first time, and if there's some additional tweaks it has to be conveyed in some manner. But as that tends to happen at the beginning of a game, before the wall is fully built I call that more peeking over the wall rather than breaking it.
What I've never been fond of is when characters in game speak to other characters and instruct them on a beyond the wall feature. I'll give a recent example. In A Phantom's Children which I played about a week ago the dev had included a feature where almost every piece of equipment would grant a permanent stat boost on levelling up if you had that piece equipped at the time. That added a little bit of fun in deciding which way I wanted to grow my characters, so I appreciated it. But the way it was told to me was having a support character talk to the MC and say 'hey you know that little +number on your equipment? Well that means...." and I'm annoyed, no the character wouldn't know about a plus sign since they have a backpack full of stuff not a menu UI. It could have been easily dealt with as a hint pop-up which I know is directed to me as the player, or as a book found on a shelf outlining the system, which could also have included a fourth wall smile inducer with the character making a comment about this odd reference book they found once that never made any sense to them. Or heck they could have done a Monty Python cops arriving and arresting the cast moment with the dev appearing as a character sprite and saying "whilst the characters are busy talking over there, let me explain the equipment stat system to you."
I think if you set it up from the get go that one of your NPC's is the avatar of the dev, then you'll be fine, after all it's up to the player if they want to interact with that NPC at any time, and knowing that if they do, fourth wall breakage is likely to ensue.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Make references to the act of "breaking the fourth wall" without straight up acknowledging the player's existence. If there's a moment when things become a bit too existential during a talk with the king, have a random decorator walk in mid-scene and have the conversation go a bit like this:
D: "Sir, we're finishing the castle extension for your study but we've just now realized that there's no natural light coming in. What would you have us do?"
K: "Are all the walls set?"
D: "Not the final one."
K: "Then collapse the fourth wall and install a couple of windows."
D: "Yes, sir."
Then if you have a moment where something needs to be lamp-shaded, have the same decorator walk in:
D: "Sir, we've come to realize that limiting the use of your study to the daylight hours would be criminal. Do you have any recommendations?"
K: "Simpletons! Place lanterns on the walls; it's not difficult!"
D: "But sir, what about your glaucoma?"
K: "Then place a shade on it to control the light."
D: "A "lantern shade", sir?"
K: "Did I stutter?"
D: "Right away, sir."
D: "Sir, we're finishing the castle extension for your study but we've just now realized that there's no natural light coming in. What would you have us do?"
K: "Are all the walls set?"
D: "Not the final one."
K: "Then collapse the fourth wall and install a couple of windows."
D: "Yes, sir."
Then if you have a moment where something needs to be lamp-shaded, have the same decorator walk in:
D: "Sir, we've come to realize that limiting the use of your study to the daylight hours would be criminal. Do you have any recommendations?"
K: "Simpletons! Place lanterns on the walls; it's not difficult!"
D: "But sir, what about your glaucoma?"
K: "Then place a shade on it to control the light."
D: "A "lantern shade", sir?"
K: "Did I stutter?"
D: "Right away, sir."
Thank you everyone!
Corfaisus, that's actually a good idea. Technically, they are not breaking the fourth wall though. I think I'll apply that somehow.
Corfaisus, that's actually a good idea. Technically, they are not breaking the fourth wall though. I think I'll apply that somehow.
It depends on the nature of the game.
In a turned based RPG it might not be a good thing. Especially since this genre takes itself soo soo seriously (most of the time.)
Though in some other kind of game it may work better. I'm actually designing a game where the main character talks the narrator (but the narrator isn't necessarily identified as the game designer.)
Actually Kory, I am making a turn-based rpg.
And now that you've said that it is generally not a good thing, the more I want to continue! :D
And now that you've said that it is generally not a good thing, the more I want to continue! :D
It devfitely varies depending on materials,subject, and tone; for
author=amerkYou forget that in FFVI Locke once appeared to be waving to the player,and that one of the options during the fight against Bahamut in FFVIII is "because my mom said if i pent this money on the game i'd better lay it" or something. It's like a spice- used wisely and wel ifit gives flavor; misuse or overuse destroys it.
Personally, I think it works better with fun, quirky games (light hearted in theme) than it would for something that's much more serious and dark.
So games like Super Mario RPG, Pokemon, and maybe even a Chocobo or Moggle spin-off to the Final Fantasy games, I could see it working. Even games like Chrono Trigger (while dark at times) could work.
But games like Xenogears, Final Fantasy, survival horror-styled games - I don't know. I approach these games expecting darker or more mature subject matters that to be thrown out of the game's reality would ruin the immersion.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Final Fantasy, Xenogears, and other "grand epic fantasy story" games really, really don't take themselves seriously at all. They sometimes seem to, temporarily, during cut scenes. But then five minutes later you're fighting a giant blob of pudding, or you're talking to ghosts in a haunted house in an amusement park, or you're forced to track down an ancient sage and obtain a legendary forbidden bikini so you can win a beauty contest, or a chef has joined your party who inflicts fire damage by cooking enemies in an oversized frying pan, or you've somehow been talked into doing a sidequest where you have to spelunk through a monster-filled cave and jump off the top of a waterfall to retrieve a baby's rattle that was stolen by lizardmen because that's the only way to make the shopkeeper's baby stop crying.
I actually wish more RPGs would take themselves seriously, because I can honestly say I don't think there's a single one in existance that does. But if you decide not to, you'll be in good company.
I actually wish more RPGs would take themselves seriously, because I can honestly say I don't think there's a single one in existance that does. But if you decide not to, you'll be in good company.






















