One thing to point out, that MV10 addresses, is that thereâs a difference between breaking âstoryâ rules and breaking gameplay rules. And thereâs a different between âwritingâ rules like you have in your title, and âstoryâ rules, which is more what you describe with the show. Breaking story rules is more along the lines of the idea of retcons, and contradicting lore. And of course, there are good and bad ways to do it.
You may or may not have played dragon age. Iâll write this as though you havenât.
Anyway, in Dragon Age there are mages. Theyâre people born with inherent magical ability. Their magical ability is like a superpowerâand they canât shut it off. And using it attracts demons which, if the person is sufficiently weak of mind (like say a child), can possess the person and make them a monster. So in the DA universe, thereâs understandably a big stigma against mages. Because of the above, the mages are kept in closely guarded colleges (or âCirclesâ) where their every move is watched. And if a mage is sufficiently dangerous, or does not prove themselves strong enough of mind in some mental tests, they are made âTranquil.â
âTranquilâ mages no longer have their superpower. They no longer can use magic. They are also no longer susceptible to demonic possession. On the other hand, however, this procedure completely severs their emotions. Theyâre not robots, they can still think and use logicâbut they canât ever express joy or sorrow.
So understandably, in the DA-verse thereâs a ton of controversy over all of this. Now, in the first DA game it establishes very plainly that the Tranquil process is irreversible. A mage made Tranquil is stuck that way forever. Forever cut off from the rest of the world. HoweverâŚ
In the second game, you have a party member named Anders. Anders is a mage, and one who is very indignant about the plight of mages. His indignation leads him to take some extremely drastic measures at the end of the game. Anyway, he has a âfriendâ who is in one of these Circles in the city that the game takes place in. Anders corresponds with him and other mages over the course of the game, and with the player can aid some mages in escape from the Circle.
At one point in the game, however, Anders finds out that Karl is going to be made Tranquil. So he and the player rush in to save Karl. But when they get there, itâs too late. Karl has been made Tranquil.
Now, let me step back for a moment and talk about Anders. Anders isâŚdifferent. I mentioned demonic possession before. Itâs also possible for someone to be âpossessedâ by a benevolent spirit, such as a spirit of faith or a spirit of compassion. And Anders isâŚâpossessedâ you could say, though itâs more symbiotic than that, by a spirit of justice. This is part of what makes him so indignant about the plight of the mages, but it also causes him to go too far sometimes. Anders describing justice: âSince when is Justice happy? Justice is righteous. Justice is hard.â At a different point in the game, when leading escaped mages, a demure mage who refuses to run away causes this spirit of justice to rise up in Anders, and nearly makes him strike her down.
So in this case, when Anders sees his âfriendâ like this, a Tranquilâhe loses control. The spirit of justice (vengeance?) takes over. His eyes start glowing blue and he starts talking in a deep voice. At this point the player goes into a fight.
After the fight, Anders is back in control againâbut Karl is suddenly connected again. The spirit within Anders coming to the surface caused Karl to be able to feel again. But it only lasts for a little while. It begins to fade, and he begins to return to his Tranquil state. In his last moments of awareness, he begs Anders to kill him. A moment later he is completely returned to his former state, and completely unaware of what just happened. The player has the chance to urge Anders to kill him or keep him alive.
This part is already long enough, so Iâll just briefly describe the next part: the next game in the series reveals that Tranquility CAN be reversed. That game is focused on something else, so little is done with it, but it is revealed for future knowledge.
This is a retcon. This is taking previously established information and saying âSurprise, thatâs not how it works!â But this is a good retcon.
This is a good retcon because of what it does for the game or story: it adds a layer of complexity to an already controversial subject (mages vs. Templars is possibly the most iconic Bioware debate, and certainly the most iconic DA oneâitâs been debated back and forth to a ridiculous degree). It opens up the lore in whole new ways that challenge your preconceptions about the past, and your expectations for the future.
This is a good retcon because it is NOT used to give a âhappy go luckyâ ending, or to make things easy for the player or the characters. The game doesnât make Karl Tranquil and then suddenly backpedal by having Anders turn him normal again, and leave things that way. It doesnât lower the stakesâit actually raises them: it tells you that the real Karl is trapped inside this shell, unable to escape. It challenges the player to either kill him to save him from a âfate worse than death,â or let him live trapped inside his own mind.
This is a good retcon because it isnât actually a retcon. The DA story is somewhat unique in that all information is presented âin-character,â through the writings of some well-known characters in the world. This means that their information can be wrong. And in fact, the third game does this with a number of established âfactsâ in the game worldâdeliberately subverts expectations and previous understanding and removes the shroud covering the truth, adding (as previously mentioned) layers of complexity to seemingly simple things.
In fact, let me just make an aside here and praise the DA series for doing such a masterful job of establishing lore and carefully orchestrating the expressions and subversions of what was established. David Gaider did an amazing, amazing job.
Well, I was going to talk about Mass Effect as well and present an example of breaking the rules that was poorly done, but I wasnât expecting to write so much about DA, and that wasnât what you were asking about anyway.
But good ways to break the rules (in terms of lore and âretconsâ) should probably have those three elements, at least: it adds a layer of complexity to your understanding of the universe, it isnât used to make things easier for the viewer/player (and occasionally raises the stakes rather than lowering them), and it isnât really a retcon (because the story was crafted with it always in mindâit was just hidden from the viewer initially).