Playing Narrative, Part 1

twd choice

Back in 2011, I wrote on my own blog about storytelling in video games, and whether or not they are a narrative art form, a post that led me to wonder:

[D]o video games really want to be known as a narrative art form?

I find this question far more interesting than Ebert’s question about whether they’re art or not. (Simple answer: some are, some aren’t!)

Right now, video games are in a sweet spot. Games like Heavy Rain and Mass Effect 2 can come out and gain a certain amount of cachet and sales because of their sophisticated deployment of game mechanics to complexly explore genre. At the same time, when people question the racial politics of Resident Evil 5 or look at the truly execrable pro-torture narrative of Black Ops, gamers (and game critics) can retreat behind “Hey, it’s only a game!”

Sure enough, over the last couple of years, I’ve noticed more talk about the quality of stories that games tell and the phenomena of ludonarrative dissonance, or the disconnect between the gameplay experience and the narrative experience of a title. Most of these conversations tend to coalesce around fretting about violence. In the Uncharted games, rakish hero Nathan Drake kills something like six to eight hundred people whilst treasure hunting around the globe. The emotional resonance of Bioshock: Infinite’s clever universe-hopping maze of a plot is undermined by the constant need to mow down everyone who gets in your way. In fact, the term ludonarrative dissonance apparently originates with this blog post from Clint Hocking about the first Bioshock game, in which he writes that the contrast between the selfishness of the game play (it’s a first person shooter) and the anti-selfishness polemics of the plot (it’s a takedown of objectivism) contrast to such a degree that it wrecks the game.

I personally find the concept of ludonarrative dissonance interesting for thinking and discussing video games but do not find it to be quite the magic bullet that game critics seem to think it is. Basically, I believe that, in part due to the history of how games have aesthetically developed, game players are quite used to compartmentalizing gameplay from story, tending to either view the former as the task one must accomplish to get the latter, or viewing the latter as the increasingly cumbersome speed bumps that interrupt the former.

While the violent gameplay is the least interesting part of Bioshock:Infinite, I’m not sure that most video game players  think that they’re killing people as they play it from a narrative perspective any more than watchers of Looney Tunes feel Elmer Fudd’s physical pain in any kind of serious way. Aesthetics matter, after all, and Bioshock:Infinite is a candy colored cartoon wonderland filled with nonrealistic character portraits. Most of the human extras you encounter throughout the world are more like animatronic dolls than people. It’s also worth noting that  violence is in many ways woven into the DNA of videogames, much as snark and  assumptions of bad faith are woven into the DNA of online discourse.

That said, ludonarrative dissonance will prove a worthwhile concept if it leads to better games and better narrative mechanics within them, and over the past year, at least, this appears to be happening. Two recent works, Telltale Games’ The Walking Dead and Naughty Dog’s The Last of Us have done a remarkable job of integrating gameplay mechanics, story, and theme, pointing the way to a possible new maturity in the field. Yet at the same time, both are built out of sturdy video game genres.  The Walking Dead is a classic puzzle-adventure game, while The Last of Us focuses on the kind of stealth-action familiar to players of Metal Gear Solid, Deus Ex or the Tenchu franchise. They never lose their game-ness[1], yet remain satisfying, emotionally engaging, thought provoking narrative experiences[2].

The Walking Dead even manages to upstage both the preexisting source material (the comics by Robert Kirkman) and the blockbuster TV adaptation on AMC.  In it, you play Lee Everett, a recently convicted murderer (and former college professor) being transported to prison when the cop car carrying you hits a zombie.  Shortly thereafter, you take on a young girl named Clementine, whose parents are in another city and whose babysitter has gone all let-me-eat-your-brains on you[3]. As you and Clementine struggle to survive, you eventually come upon other survivors and have a series of difficult trials that brings you both across the state of Georgia.

On a gameplay level, much of The Walking Dead revolves around the normal puzzle-adventure michegas, where you have to figure out what action and items will get you from point A to point B in the plot. Occasionally, you also have to kill zombies or hostile humans. Neither of these functions are particularly remarkable. And at least one puzzle, which involves figuring out the right things to say to get someone to move out of your way so that you can press a button, is seriously infuriating. What makes the game work, however, is the way that character, emotion and choice function within the narrative. Like many games today, The Walking Dead presents the player with multiple narrative choices via either forcing you to take one of a series of mutually exclusive actions or choosing dialogue options in conversations.

Telltale’s stroke of genius was to insert a timer into these decisions.  Normally when you reach a major choice in a game, it will wait for you.  You can think about it for a while, perhaps peruse a walkthrough online that will tell you the outcome of the choices, and then make it. You can perform a cost-benefit analysis in other words, thinking about it purely in game terms. In The Walking Dead, you have a very limited time to make each decision, and as a result, the decisions become a reflection of your personality, or the personality of Lee as you’ve chosen to play him[4]. Perhaps you think Lee should tell people he’s a convicted murderer, because honesty is the best policy. Or perhaps you think you should hide it from people because you’re a good guy and you don’t want people pre-judging you. Perhaps you should tell people you’re Clementine’s father. Or her babysitter. Perhaps you raid that abandoned station wagon filled with food. Or perhaps you sit back, willing to go hungry in case the car belongs to fellow survivors.

Many of your choices involving brokering disagreements between two survivors named Kenny and Lily, who are both, to put it politely, assholes. Kenny, a redneck father, will do anything for the survival of his family (including betray you), and will forget any nice thing you do for him (including saving his life) the second you disagree with him. Lily, the defacto leader of the group, is belligerent, domineering, and frequently sticks up for her racist shitbag dad. Being a good middle child, I kept opting for choices that recognized the validity of their points of view and tried to form consensus. Due to their aforementioned assholitry, they both hated me by halfway through the game. One of them even told me I had to man up and start making decisions or what was the point of having me along.

The decisions tend to function like this in the game. Unlike in most games with choice mechanics, there aren’t morally good and bad choices coded blue and red. And unlike old school adventure games, the choices you make in the plot won’t lead to fail states. They simply are things that you’ve done, and they ripple out throughout the game, shifting (in ways both subtle and non) how the story progresses, how people treat you, and what choices you have remaining to you.

None of this exactly explains what a remarkable achievement The Walking Dead game turned out to be. So let me try some other ways: It’s the only game I’ve played that has reduced every person I know who has played it to tears at least twice. It’s the only game I’ve ever played where the characters are so clearly and humanly written that I finished one chapter of it and flew into a rage over what one of the characters did to me[5].

Part of this is because there are limits to what your choices can achieve. Due to the realities of game making and the limitations of the engine that’s running underneath TWD’s hood, the number of paths you can take in the game is finite. There are truncation points in the branching narrative to keep things under control. As a result, certain things will happen no matter what you do and certain characters will die.  There are things you cannot stop from occurring in the game, fates that, like the protagonist in a play by Euripides, are inexorable and horrible all at once.

I wouldn’t have it any other way. Robert Kirkland’s two great innovations in the zombie apocalypse genre—telling a story with no finite ending and making zombieism inevitable[6]—are what gave early issues of the comic book their thematic sizzle, turning the saga into a story about how we confront our mortality and an ongoing essay into whether death made life more meaningful or a sick joke. Sadly, after a difficult and necessary foray into the issue of survivor’s guilt, the comics are largely now about how difficult and noble it is to be the White Man in Charge who makes the tough decisions and often feature Rick Grimes walking around having other people tell him how awesome he is while he gets ever more self-pitying.

The video game, meanwhile, does a superior job of exploring the themes of its source material, because the choice mechanics literalize those themes. By removing fail states from the game (like most contemporary video games, it is literally impossible to lose The Walking Dead) and eschewing simple morality in designing the choices, TWD constantly forces you to think about why you are making the choices you make. As you decide whether or not to save the female reporter and firearms expert or a male hacker dweeb you may find yourself suddenly thinking Oh crap, I have to choose between one of these people. And they both seem so nice. But, well, this is the apocalypse, so electronics aren’t going to be as necessary. And that reporter is a markswoman. And at some point the world is going to need to be repopulated, so I suppose I need to save as many potential sexual partners as possible. So I guess I’m going to save the reporter. [CLICK] Wait. Am I terrible person?

It’s rare that games provoke that kind of calculus. And it’s very rare that they are constructed in a way that forces you to think about not just the decisions you make but why you make them.  By the end of the game, as a mysterious stranger interrogates you about every major decision you’ve made over the last ten or so hours of gameplay, it’s hard not to notice that what you’ve just been playing is a length examination not just of what it means to survive, but of yourself.

(This is part one of a two-part essay on recent advances in video game storytelling. Part two will run soon)

CORRECTION: I’ve been a little remiss in apportioning credit in the above. The idea of infectionless zombies dates back to Romero and, of course, The Walking Dead was co-created by artist Terry Moore and, after its first few issues, has been co-created by artist Charlie Adlard. Apologies to the relevant parties.


[1] Oddly, both games have been criticized for still being too “game-like.”  This strikes me as wrongheaded, akin to arguing that a graphic novel, by including panels and images, wasn’t enough like a prose book. Or that book, by being made out of words, wasn’t enough like a television show. If we want the medium of games to improve, it shouldn’t be via them becoming very long movies.

[2] Please take the fact that I used as clunky a phrase as “narrative experiences” in this sentence as a sign of the newness of taking narrative in video games seriously and the difficulty in discussing same.

[3] You put a hammer through her head. But at least it’s justified by the world.

[4] This was even more true when the game was initially released in a serialized 5 episode format.  A choice you make in Episode 2 might not pay off until Episode 5, thus making a walkthrough of your choices totally useless.

[5] Or should I say Lee? This gets me to a side point that I don’t have much time to get into here: The relationship between choice mechanics and attachment to games. There is something about having a say in the way a game progresses that creates in most gamers I know a greater sense of emotional attachment to the events as they unfold. I think on some level we come to care for our characters (and the characters around them) as if they were our charges. We don’t want bad things to happen to them, and have at least some ability to keep them out of trouble. When we fail, it’s heartbreaking. And I feel silly about owning up to the fact that it’s heartbreaking, because, after all, this is a fucking video game we are talking about here people. It’s probably—outside of hardcore pornography—the medium with the most uneven ratio of profit to respectability there is.

[6] In the world of The Walking Dead, all dead people become zombies. Zombie bites spread a poison that helps speed the process of death along. The only way to stop this process is to have whoever is with you—likely a loved one or friend—kill you by shooting you in the head or otherwise destroying your brain.

To Make A Long Story . . . Long

People like long stories.  More than that, they seem to like stories that last a long time.

They also like short stories, and stories that take a short time, but people like massively long stories so much that sometimes they make the short stories into longer stories, which keep going, and going, and sequelling and sequelling, and rebooting and rebooting, and fanfictioning and publishing fanfictioning, ad infinitum.

As the rebooting and fanfictioning testify, it’s not necessarily the plots that people want to continue endlessly—or perhaps plots just aren’t sustainable over decades (centuries, in some cases) being discrete units, usually.  It’s the characters people want to live with, and the universes people want to live in.  They don’t just want to find out what happens next.  They want it to last.

Over time we have developed many, many ways in which to extend the life of universes and characters.  Those stories that are created with the intent to be lengthy, however, usually come in three main forms: the episodic narrative, the serial narrative, and—well, for lack of a better term—the episodic serial.

First, let’s get some definitions out of the way.  When talking about television, we use “episodic narrative” to refer to those programs in which entire plots are contained within an episode, and we use “serial narrative” to refer to those programs in which plots are comprised by multiple episodes, seasons, or the entire series.  Episodic narratives include I Love Lucy and M*A*S*H; serial narratives include The Wire and Deadwood. The main differentiation is continuity; you don’t have to see previous episodes of I Love Lucy to understand the plot of an episode; to fully understand an episode of The Wire, you need to see at least several episodes—and, for complete understanding, the entire series.

<“Episodic serial” refers to an amalgamation of the two; episodic serials may contain an A plot that is wrapped up by the end of the episode, with elements referring to the B plot, which lasts as long as the season or series.  Buffy the Vampire Slayer is a good example; some episodes contain the so-called “Monsters of the Week,” which are defeated by the episode’s end, but often bear some connection to the “Big Bad”—the villain Our Heroes spend the season fighting.  This means that you can watch an episode of Buffy and understand most of what is going on, but you wouldn’t get the whole picture unless you watch a whole season.

Although these days these terms are generally used to refer to television, we have always had all three forms throughout the history of narrative—though rather than three distinct forms, there has usually been a spectrum between serial and episodic.  Different societies and the media used to convey narrative have often favored one end of the spectrum or the other, often shifting fluidly from one end to the other and back again over time.  These shifts, rather than marked by changes in preferences or changing ideas regarding the quality of either form, seem mostly marked by the two factors that shift everything: money and technology.

Oral tradition contained all three forms, but the most prevalent fall on the episodic end of the spectrum.  This is most likely due to ease of memory.  Episodic narratives keep a constant universe and characters (and sometimes tone), but do not require memory of plot.  While serial narratives were (and are) common in oral tradition, it seems less likely that there were as many.  You can still add to an oral serial narrative, which is the beauty of it—you can make it last as long as you want.  However, you have to juggle lots of threads, if you want to write the next episode of The Iliad.  The next myth in which Zeus Gets Laid Again, not so much.  Without the technology of movable print, the narrative form that was easiest to recreate from memory was the one that was most common.

Movable type, invented in China in the eleventh century C.E., made works easier to reproduce, but it was still a pain.  As a result, many of the texts written after movable type and before the printing press are still episodic.  For both those using labor-intensive movable type, and those copying—rewriting, passing around, copying again, dictating, and rewriting again—works initially produced by hand, an episodic text would feel more manageable.  You don’t need every segment to make the story “work,” you could just distribute the segments you preferred, depending on your agenda, or only copy down the ones you thought worthwhile.  Again, it all comes down to ease.  In this case, it’s not that episodic narratives are easy to memorize, but they’re easier to produce.

With Gutenburg’s invention of the printing press, it was possible to get a long narrative, in its entirety, into someone’s hands with relative ease.  And thus marks a strange kind of bubble in the serial-episodic spectrum—because this is a strange kind of bubble in the history of Making Stories Last (A Long Time).

Works before the printing press, from The Iliad to The Canterbury Tales, were all stories produced and distributed over time.  Many of them could be added to—either by readers or the original authors.  The Tale of Genji, written over three hundred years before Canterbury Tales, and argued by some to be the first novel, was written by installments as the author distributed the stories at court; The Canterbury Tales were likely distributed a tale at a time.

While post-printing press romances or epics like Le Morte d’Arthur and two centuries later, Paradise Lost, are a lot more episodic than modern novels—or indeed, Enlightenment era novels—they were still published as single volumes.  Within, they were split into “books,” but they could all be read at once (if that’s even possible).  The intent was that they be sold at once.

So, while it can be argued that these works fall somewhere on the spectrum between serial and episodic, the works themselves mark a departure in the amount of time the consumer spends in the universe and with the characters.  A consumer may spend just as long inside the work, if she desires to do so; it certainly can be argued that these works are just as lengthy as many narratives produced before.  However, the consumer is not forced, as she once was, to wait (aka Make It Last).

The bubble burst with the invention of the steam press at the beginning of the nineteenth century.  The steam press allowed for quicker, cheaper printing, and the invention marked the newspaper boom.  Before this time, the printing press had certainly allowed for a democratization of knowledge, just like all our textbooks say.  Still, a book was a relatively large expenditure—and not the most practical one, as compared to say, a loaf of bread.  And in the past fifty years or so before the steam press, publishers were thinking up the genius scheme to “divide books for publication”—making one book three times as expensive, by splitting it into three volumes.

Newspapers, however, were cheap, and people who couldn’t afford books could often afford newspapers for a narrative fix.  Thereby, newspapers allowed for a revival of a time honored tradition: making you wait for your stories.  It began with episodic stories, probably due to the uncertainty in the early days of the newspaper boom—would this newspaper last?  Would people pick it up, and try a new one the next day, or would it earn a loyal following?  Could a serial narrative really work in this format?

Dickens’ first novel, The Pickwick Papers, isn’t actually really a novel.  It’s a series of shorts about a group of characters, set in a particular universe.  When it proved to be popular, publishers decided they could make money off of it by compiling the stories and selling them as a book.  Probably a three volume set.

As Dickens and episodic narrative-constructing contemporaries gained in popularity, and some newspapers stabilized, the serial form took a firmer hold in the Victorian era.  Most scholars mark a turning point between Dickens’ episodically structured novels and his serially structured ones; the serially structured ones still have distinct installments, but they also have tighter plots that depend on continuity to drive the plot forward.  Many of the most famous Victorian novels were written in installments, for which the Victorian audience had to wait.  Only later were these novels bound and sold in volume form.

By the end of the nineteenth century, however, the serial novel was going out of fashion.  One reason may have been continued improvements to presses, which allowed novels to be cheaper and cheaper.  Perhaps publishers realized they could sell more novels by producing works in one of volume and just demanding that they be shorter (Henry James didn’t listen).  Perhaps people decided following a story in a newspaper was too difficult—and yet, while the evolution of modern novels spelled the end of serial novels, it didn’t spell the end of Making It Last.

Newspapers, after all, were still in production, and concurrently with the growth of the single volume novel we know and love today, came the rise of comic strips.  Comics had always existed, of course, in various forms; some scholars would argue they existed before the written word.  However, the nineteenth century newspaper boom caused the comic to take great leaps in terms of both commentary and story-telling, and by the turn of the century, we had the antecedents to what we know today as the Sunday funnies.  Eventually—sort of like Dickens’ stories—strips were combined into books and sold as volumes.

As the serial novel started dying out and comic books started rising up, another medium that is engineered to Make It Last was on the rise—radio.  Radio had both episodic and serial forms, and episodic serial forms, but when we traded it for television, narrative went mostly episodic.

The first television shows were televised plays, but once the technology evolved, and a lot of the middle class and up had them in their homes, people were getting Lassie, Leave It To Beaver, The Andy Griffith Show.  Continuity on these shows would have been impractical, because unlike a newspaper, people couldn’t just pick it up and put it down.  No one was going to stop their day every day at five to watch a program on television, producers thought, so most consumers couldn’t “follow along.”

Then, instead of television shows being produced live, they were recorded, and there could be reruns, and then reruns began to show in syndication.  This made a little more continuity possible, because people could catch up with stories in reruns during hiatuses—or even enjoy the show the whole way through after its initial run on television, even if producers weren’t exactly writing to that possibility.

Next came the VCR, and suddenly people could tape things off television.  We start getting shows like The X-Files and later, Buffy—no longer episodic.  Serial episodic.

With the invention of the DVD, though, there’s another paradigm shift.  Suddenly, it’s possible to do an eighty episode show on HBO that is just as reliant—some would argue more so—on continuity as some of Dickens’ later works.  These suckers basically almost work like eighty hour movies, because you can go buy the whole set for fifty bucks—and isn’t that kind of just like Guttenburg; before, things are doled out in these small pieces, and then whammo—I can get all of The Wire and I can buy Paradise Lost right off the shelves.

Of course, there are a lot more threads to this, because there are a lot more media than books and television, and a lot of things going on in those media in particular.  Why the serial narrative torch was mostly carried by comic books, and was completely dropped by serial novels, for a large part of the twentieth century is a mystery.  While—since their emergence—comic books have always dwelt on a myriad of subject matter, it’s also a mystery as to why the superhero genre became so popular in the United States, when it was less so, for instance, in Japan.  There are no doubt cultural reasons, as well as coincidences of timing and circumstance—and, as always—technology and money.

While comic books have always been popular in the United States, in Japan, manga emerged as a prevalent media outlet.  From that emerged anime, which was making serial narrative a long time before HBO.  As for American television, there have also been soap operas longer than there has been shows like The Wire, and soaps are for more reliant on serial structure.  The reason for soaps probably has to do with audience.  The target audience was a group that could be in the same time, same place every day, so they evolved on a different arc than much of the rest of narrative television.

Though shifts in preferences along the serial-episodic narrative spectrum seem motivated by money and technology, the undercurrent to all of it could be something deeper (or it could be the same thing, really).  It’s all about Making It Last versus Getting It Now.

With Gutenburg’s invention, humans all seemed pretty happy with Getting It Now, and yet the first thing they did with the steam press was Make It Last.  This was motivated by money, as I described—people who could not afford novels could afford newspapers.  And yet, many people who could afford novels were reading serial installments in the papers—and then going to the extra extravagance of buying the book after it was all done.

These days, we watch the whole show as it airs and then go buy it on DVD.  Maybe we do this because serial installments and daily programming are just the way it’s done.  The first thing we did with television, after all, was Make It Last, but again, as I said, that seemed to be motivated by marketing decisions, and what technology made possible.  After all, I, for one, don’t prefer watching television week to week.  I would always just rather watch a whole show on DVD; I’m a Get It Now sort of person.

However, the Victorian style serial novel died out.  Our novels became lean, and along with Hemingway, quite mean (in the sense of lacking excess; Hemingway is only sometimes unkind).  Now that it is so easy to get a longer story on DVD, does that mean our television shows will become leaner—more like novels, or like movies?

The internet is our newest technology, and what are people doing with it, but writing Facebook and Twitter novels?  Oh, sure, people are doing all sort of things with it—they’re serially blogging, and breaking things up into installments so that they’re easier to read day to day, and Twitter novels don’t seem to have much at all to do with money or how to rope in a consumer to buy a higher volume of products.  They seem to be about wanting to spread things out, Make It Last.

After all, despite the economic reasons behind Making It Last for the consumer, there are plenty of narrative points in its favor.  Victorian novels are famous for their length and wandering pace, but their method of distribution made it possible to lay out a hundred different threads.  With each installment, these threads could slowly be picked one at a time, or put down, tied together with another thread, or unraveled a bit at a time (or dropped completely, as sometimes happens).

There seems to be no room for that, in many modern novels.  There is very little room for people sitting around talking; there is very little room for mutants sitting in the mansion talking about how life sucks.  There is very little room for Xander to go on his own adventure while Buffy, Willow, and Giles try to save the world, thanks.  There may be room, in a blogged novel, to do these things.  (I’m still not sure about Twitter, though.  There doesn’t seem to be room for anything.  Even this parenthetical is probably too long.)

Of course, there’s no way to draw any absolute, causal conclusions about the kind of narrative people want.  They want all kinds; when they Get It Now, they want to Make It Last.  When they get episodic, they want serial.  All of these different elements are in such a mish-mash of what is possible with current media, that in the end, it always seems to me that writers and creators are always going to find a way to do something different with it.

And publishers and producers are always going to find a way to make money off it.

Something Has to Happen

Breaking Bad seems to be trying obnoxiously hard. By that I don’t mean that it strives for relevance or for aesthetic bona fides, though there’s certainly a big dollop of that of that in its we’re-serious-because-we’ve-got-cancer-and-also-meth plotting. But what’s most striking about the writing isn’t the angst or the realism. It’s the events. Our hero, high school science teacher Walter White (Bryan Cranston) has barely been diagnosed with cancer before he decides to become a meth cook, and he’s barely cooked his first batch before his life is threatened by thugs, and then, hey! he’s killed his first man. This is all within two episodes — as far in the series as I’ve gotten.

None of which is especially improbable for television. But that’s just saying that it’s really extraordinarily improbable. The drug industry is very violent, but if everyone who ever got involved in the industry killed someone in their first day on the job, you wouldn’t have a drug industry, because everyone in the industry and probably in the country would be dead I’m certain meth addicts and providers off each other, but surely they usually take a week or so, at least, between violent murders.

Which is to say that while Breaking Bad makes some gestures at gritty realism, it remains a genre television series. As such, it’s driven by the demands of drama; something has to happen. Guns, car chases, sex, dead bodies, lots of messy blood — you get them all and get them often, because that’s what the audience wants. There wouldn’t be much point in watching a show where a high school scientist just quietly started selling meth out of a trailer, made a lot of money, and then socked it away for his kid’s college fund, right?

There’s a very similar dynamic on the very similarly-themed show Weeds. Like Breaking Bad, Weeds is a story about an everyday middle-class parent (in this case Nancy (Mary-Louise Parker) who experiences a personal tragedy (in this case the death of her husband) and so turns to selling drugs (in this case marijuana.) Weeds is played more as comedy than tragedy…but it, too, is tied to the remorseless genre requirements of having something happen. Nancy is constantly being robbed and shot at when she isn’t having sex with a series of more or less unlikely partners, her travails ever-escalating until the end of the third season when she actually burns down her entire town in a fiery apocalypse.

In the fourth season, Nancy’s family heads to the Mexican border, where she hooks up (in various senses) with drug runners. Said drug runners use Nancy as a front; she is given ownership of a store selling maternity clothes. The store has a tunnel going under the border, allowing the Mexican gangs to transport drugs into the U.S. In theory, this should be a dream come true for Nancy; she is being paid a ton of money, isn’t endangering her life, and can actually spend time with her family. She works nine to five, and then can go home to her kids.

Instead of being pleased, though, Nancy is bored — which doesn’t make a ton of sense for the character as we’ve come to know her, but does make a lot of sense in terms of genre conventions. It’s not Nancy who can’t stand the day to day tedium of not getting shot at; it’s the viewers. If the story is to go on, Nancy needs to do something other than sell maternity clothes…and so, sure enough, she (for our benefit) starts poking her nose where it doesn’t belong. Thus she is confronted with a Moral Dilemma. In the last episode I was able to make myself watch, Nancy sees a young woman come through the tunnel, and figures out that the maternity store is being used as a front not just for drugs but for (gasp!) trafficking.

Sex trafficking is here deployed in a wearisomely cynical fashion. Neither the show, nor Nancy, nor the viewers actually care about the woman who we see supposedly being trafficked. She’s just there there to be young and pretty and victimized; a totem of how far Nancy has sunk. There’s never a question of whether or not she wants to be crossing the border, for example — of where she’s coming from, or where she’s going to. Nobody asks her, nobody gives a shit. She’s not a person — just an excuse for moral panic that can move the narrative along.

This dovetails in depressing ways with how sex trafficking is actaully used in political discourse. As Laura Agustin, who researches migration and sex work, argues, sex trafficking as it is usually portrayed in the media barely exists. Most women (or men) who cross a border and are paid for sex aren’t victims of kidnapping, and while they would certainly benefit from more sympathetic immigration policies and a whole host of services, they don’t necessarily need or want “rescuing”. At the very least, they need people to listen to their stories of themselves, rather than jamming them into somebody else’s simplistic genre narrative of villainy, moral commitment, and heroic salvation.

It’s hard to get away from simplistic genre narrative though. As Breaking Bad and Weeds both know, no one wants to sit down for an evening and watch paint dry. Entertainment is supposed to be entertaining; narratives are supposed to be filled with event. We don’t love violence qua violence, necessarily, but we seem to have a hardwired ineradicable bias in favor of having something — anything! — happen. I think that rage for sequence has a lot to do with (as one example) our inability to turn the drug war off. Kill the bad guys, save the babies, experience moral ambiguity, tune in next week. Nancy and Walt and the viewer turn off their own lives and take a walk on the wild side where, we all like to imagine, stuff happens. Narrative is its own addiction. Who wouldn’t, like Walter and Nancy, give themselves over to its rush?