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Design By Example Game Design Game Mechanics

Design By Example: Intelligence Dossiers in Alpha Protocol

Alpha Protocol is fictionally a game about being an intelligence operative, a spy. Separate from the aesthetic trappings culturally associated with espionage, the way in which it deals with information itself reinforces this theme of intelligence gathering and exploitation.

In-game fictional collectibles are not uncommon. From books to audio logs, these often exist to provide context, or to help with specific puzzles. An audio log in one level can detail the code to a locked door or foreshadow an ominous plot reveal in several hours’ time; they are either explicitly useful or narrative colour, occasionally both.

Events in Alpha Protocol can play out differently depending on your actions and your relationship with particular characters; knowing how to placate or off-balance others is an important skill.
Events in Alpha Protocol can play out differently depending on your actions and your relationship with particular characters; knowing how to placate or off-balance others is an important skill.

In Alpha Protocol one of the resources you can collect are Intelligence Dossiers. Obtained either by talking to other characters or finding them in the world, each Dossier unlocks additional information on a particular individual or organisation. This information is presented in the game as contextual narrative: descriptions of characters, their history and relationships. Where these Dossiers differ from similar collectible information in other games is in the influence they can have upon your actions. A particular character’s Dossier will rarely state explicitly how they prefer to be spoken to, though by reading between the lines you can ascertain their likely reactions to a given approach.

Organisations that you can find yourself in conflict with over the course of Alpha Protocol are differentiated by their clothing, weapons, and tactics. All of these things can be learnt from their Dossier, allowing you to identify potential enemies and friends through observation. With this knowledge you can determine their likely allegiances and goals, and the most beneficial way in which to interact with them. Even if you chose to always take the same approach to each situation knowing how particular individuals and organisations are liable to react can allow you to prepare for the consequences of your actions.

Dossiers can give you intelligence on the appearance and tactics of a given organisation allowing you to plan your interactions with them, or react to their sudden appearance.
Dossiers can give you intelligence on the appearance and tactics of an organisation, allowing you to plan your interactions with them, or react to their sudden appearance.

The decision to search a room or hack a computer is one that occurs at the moment-to-moment level, though because of the information you can obtain these low-level choices can have a substantial impact on your high-level plans. Choosing to explore an area and hack a computer hidden in the basement might provide you with the specific piece of intelligence you need avoid getting into a gunfight with somebody several hours later; you now know exactly what to say, or what not to say.

Intelligence Dossiers in Alpha Protocol are beneficial not simply as collectibles but for the increased options they provide. In Alpha Protocol “intelligence gathering” is more than a fictional justification for your actions, intelligence itself is one of the most useful and valuable resources you can obtain.

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