Thursday, March 5, 2015

Opera Paper - 5 March 2015

L'Orfeo, by Claudio Monteverdi, is one of the oldest surviving operas currently in rotation, if not the oldest. It retells the myth of Orpheus, a tragic hero who goes on a noble quest to the underworld to rescue his true love only to lose her once again to his own doubt. The version being discussed here, a 1978 production directed by Jean-Pierre Ponnelle, had a very interesting mise en scene that made it feel almost like a fantasy movie. The sets were complex and detailed and changed dramatically with the setting, the costumes period-accurate and often featuring ornate fantasy-inspired makeup (particularly Pluto), and included cinematic special effects such as varied lighting and fog. It seems as if Ponnelle had aspirations to stage this as if it were a blockbuster movie, and from that my inspiration for a video game adaptation really takes shape.

If I were to adapt L'Orfeo into a video game, I would most likely aspire for it to be something in the recently-reemerged interactive drama genre, in a similar vein to games like Heavy Rain and Beyond: Two Souls. Seeing as this game is primarily a story being told through dialogue and music, it wouldn't make much sense to make it action-heavy, so it would be a good fit as a story that the player is simply on the ride for, albeit one that hinges on their decisions. The most prominent element of gameplay would be the playing of Orpheus' lyre, which would be used for rhythm game-esque segments in which the player would have to perform songs at a certain level of accuracy to charm or manipulate his target as Orpheus often did. Difficulty would be adjustable to give it replay value. Beyond that, the story would largely be told through dialogue, sung-through of course, and the player
would be able to select their responses from a list as opposed to being chained to watching a scene, a style of storytelling showcased in games such as Mass Effect. These selections would not heavily alter the story, but they would vary in demeanor and selecting the right tone of response would impact whether or not the player could advance. In walking sections between spoken bits, there would be a loop of the instrumental section that precedes the next bit of dialogue, to give it the feel that it is a continuous musical.

Visually, I would want to capture the mise en scene of the Ponnelle production, so there would be a lot of fantastical set pieces. I would deviate, however, from realistic character models, as I believe purely-human form would hinder the story. Instead, I would go with a cel-shaded visual style similar to games like Naruto: Ultimate Ninja. This would give it the appearance of an animated film, and would allow for more surreal and imaginative scenarios in the story, particularly once Orpheus begins his descent into the underworld. There would be a bit of a meta twist though, to appeal to the shifting sensibilities of modern media consumers: the game itself would be a frame narrative within a performance of the opera. This is inspired by Act 1 of L'Orfeo where the story of Orpheus is seemingly introduced by the performers, and at one point a backdrop change is deliberately visible, and the fact that throughout the performance, there are a few instances of the orchestra shown, creating an odd pseudo-fourth-wall-breaking sensibility. In the segments that frame the main storyline, the orchestra will be visible, and the set will appear much more shoddy than the ornate and fantastical animated sequences that take place in the main segments. This will give interesting context to the gameplay, and will additionally give the game an almost innocent theme of imagination that I'm certain will be valued heavily by the players, and will compliment the scenes of Orpheus' magical journey well.

Claudio Monteverdi's L'Orfeo, given its age of over 400 years and its even older roots as a
Greek myth, is still tremendously ripe for modern adaptation. Jean-Pierre Ponnelle's 1978 production
showcased a version steeped in the tropes of fantasy film, and from there a sort of big-budget interactive drama adventure game could be derived. In lieu of traditional action or platforming, the game would present heavy musical dialogue, and would offer the gamer exciting quicktime events in the form of Orpheus' lyre. Visually, the game would be cel-shaded to create similarities to a cartoon movie, and while featuring ornate and surreal environments in the main storyline, it would be framed within a performance of a play with comparatively-shoddy set pieces and undisguised bit players, juxtaposing it with the main adventure to create a sense of imagination and wonder. There aren't many, if any games, that have framed themselves as narrative musicals in the same style as operas, so if something like this were to be made, based on any opera, it would be revolutionary, but L'Orfeo heart-wrenching and adventurous narrative and relatable humanistic morals would make it a prime target for this sort of adaptation.


L'Orfeo. By Claudio Monteverdi. Dir. Jean-Pierre Ponnelle. Perf. Philippe Huttenlocher. Zurich Opera House, Switzerland. 1978. Performance.

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