(For the purpose of this piece I will only be looking at the original series. I will be disregarding the :RE sequel as I feel its shift in tone and structure is detrimental (and unneeded) for substantiating a case for a Tokyo Ghoul adaptation. Naturally there will be some light spoilers, the most severe of which ambiguously reference the conclusion of the story. Beware!)
Lurking in the periphery of society, man-eating monsters feast upon unsuspecting members of the public. They are much stronger and faster than ordinary humans. Worse still, their appearance and demeanour is indistinguishable from our own. They live amongst us, but we can never be sure who or where they are. Humanity is helpless against their predation.
In an effort to exterminate these ghouls, the world's nations have founded organisations to combat their threat. In Japan, this institution is known as the CCG-- the Commission of Counter Ghoul.
Such is the story of Sui Ishida's Tokyo Ghoul. The story is told through two opposing perspectives. First, through Ken Kaneki, a human who was transformed into a ghoul under mysterious circumstances. We follow him as he comes to terms with his new life as he develops relationships with fellow ghouls and comes to understand the reality of their existence. We also follow Koutarou Amon, a dutiful new recruit to the CCG. Following his investigations we see his preconceptions of ghouls evolve as he learns the nuances of their nature and of his role in their eradication.
From both sides we observe the horrors of the conflict between society and ghouls.
This plot structure is fairly common, found in classics ranging from The Iliad to Romeo & Juliet. Here, the foundation of the structure remains largely intact: two factions locked in a bitter struggle, with the point of view alternating between two protagonists- Kaneki and Amon in this case- each representing a different faction within the conflict. Neither side is inherently just or unjust-- such a distinction is typically irrelevant to the message of the piece. Instead lens are placed on the diverse perspectives of those engulfed within the struggle, allowing the audience to observe the conflict from a more objective standpoint, a luxury not given to those within. While this structure is popular in other mediums we rarely see it applied in games.
One reason I think that this conflict in particular is so interesting is that while both sides have almost identical goals ("protect Mankind/Ghoulkind") their circumstances, culture, means of living and means of pursuing their goal are wholly unalike: the CCG is a vast, bureaucratic authority with a looming presence over everyday society. Ghouls on the other hand operate discretely in small, loose tribes far from the public eye.
I believe that it's absolutely essential for an adaptation to preserve this asymmetric structure in order for it to capture the essence of the material.
This asymmetry could be reflected within the game's mechanics. What matters isn't so much the genre but rather how you incorporate this asymmetrical design into each faction's blueprint. In the case of an action game the most obvious method of achieving this would be to alter the movesets of each party to cater towards their distinct approach. Ghouls, with their superhuman physiques could have a much more acrobatic and erratic melee-driven style of attack. For example, their extreme resilience and regeneration could be conveyed through a generous health bar allowing them to act more fearlessly. Instinctual and impulsive play should be rewarded as to reflect their ghoulish nature. CCG Investigators on the other hand should be forced into more coordinated, strategic, and surgical offensives as their comparatively frail bodies require them to act more cautiously. They must leverage their numerical advantage and the vast array of specialist equipment at their disposal if they are to be successful in their subjugation.
To match the dark tone of the manga distinct flavours of horror must be sprinkled on each system: for the CCG, the appearance of ghouls could be altered to feel much more monstrous, feral and powerful; the idea of eliminating such a creature should feel daunting. On the other hand, as a ghoul you should feel like prey, stalked mercilessly by ruthless predators. In both cases your party should feel threatened by the presence of the other.
If the developer was so inclined to break convention, there are a breadth of opportunities available for more idiosyncratic game mechanics. Instead of focussing on a frontline CCG investigator, the protagonist could instead be a run-of-the-mill white-collar worker in the CCG. Working from their office cubicle, they are in-charge of organising raids, processing captured ghouls, and recruiting new investigators. Results and feedback would all be received exclusively via emails, faxes, and office discussion. As part of this vast bureaucracy they are distanced from the realities of the fight against ghouls. Aside from a few reverberations (such as a colleague killed in action), the conflict is nothing more than a series of statistics. Such a setup could better reflect the institutionalisation of ghoul extermination.
Conversely, the ghoul protagonist could be a waiter at a Ghoul-run Coffee shop (as coffee is the only substance other than human flesh that ghouls can consume). Rather than running rampant across Tokyo, this innocuous lifestyle places them far from the troubles of a typical ghoul. In such a scenario we could develop the story through the relationships the protagonist builds through the shop's clientèle (ghoulkind or otherwise), learning of their experiences within this cruel world. Maybe some of the ghoul clients never come back. Far from the violence, you can only hear rumours and reports of their demise.
Whatever the format, it is absolutely necessary to portray the reverberations of each character's decisions not only on their own environment, but on the environment of the opposing protagonist. These effects should not be blatant, especially at the outset. Instead, it may even be wise to have no apparent consequences to these decisions: the player should be lulled into a false sense of comfort, oblivious to their own consequences. If possible, the player should be coaxed into a position where they detest the actions of the other faction without realising that they were the one directly responsible for making that decision while playing the other protagonist. If the developer is successful in this conceit, they have organically reduced the player to just another actor unwittingly perpetuating the struggle.
As the player grows accustomed to both protagonists' surroundings they should be able to paint an increasingly clear picture of the conflict as well as any potential consequences their actions may propagate. To mirror the "tragedy" of the source material we would only want the player to achieve this clarity once it's too late for their redemption: they are already too entrenched and too accountable to escape it: the past won't forget their actions. Instead, they will be left in a position where they have no choice but to knowingly perpetuate the turmoil in an effort to protect as much as they can. This would provide a perfect parallel to Kaneki and Amon's doomed encounter in the final act of the series.
Each attempt at redemption should only draw them closer to demise. Despite that, each subsequent choice should offer a faint glimmer of hope, just enough to give the player the confidence to believe that it will be 'different this time'. But there is no happy end, only tragedy. Despite the player's best efforts all they will experience is their unwilling descent into regret.
For this scheme to work it is absolutely imperative that both parties are perceived as equally sympathetic. A failure to do so would inevitably result in a bias towards the more sympathetic party. In such a scenario, much of the narrative's significance is lost-- decisions become a matter of optimisation rather than an ill-fated exercise in damage reduction.
Removing partiality from all player experiences is of course unreasonable. However, I believe it could be minimised by slowly shifting the morality of the side given preference. As the player pushes a faction into an increasingly dominant position, their means of force should become increasingly objectionable as the annihilation of the other side approaches: the CCG could track down and kill 'innocent', non-violent ghouls if the possibility of their extinction becomes viable. On the other hand, ghouls could become more opportunistic and barbaric when selecting their prey if they know that response from the CCG is weakened. Naturally, this shift should be gradual; one would hope that as these transgressions stack up, increasingly prejudiced players would begin to question and disavow their side, creating a new balance between the two forces.
Up until this point I have refrained from mentioning any character in detail as I don't think their inclusion, even the series protagonists, is necessary in conveying the atmosphere, tone or even the core of the material (as evidenced by the multiple spin-offs that shift the focus away from the primary characters[1][2]).
That being said, both Kaneki and Amon have backgrounds that would be easy to adopt as the player. At the beginning of each of their arcs, both characters are thrust into a new world and have yet to adapt to their new surroundings: Kaneki is forced to accept his new life as a ghoul and Amon is just starting out his new career as an investigator. In both cases there is nothing that the player would need to understand about the role before assuming it. In fact, it would be expected for the player to operate in a similar manner as these characters as they too would have zero experience in these scenarios.
From there you would expect the player's perspective to mature alongside those of the protagonists'. As each character experiences more and more at the forefront of the struggle their understanding of conflict- and the nature of their role within it- expands and they begin to develop a sympathy for the other side. Naturally these nuances will be apparent to the player much earlier due to their frequent perspective switching. However I don't believe that this would be detrimental to the narrative, especially if it was accounted for in the adaptation's design.
Looking more closely at Kaneki, it is very apparent how his own arc could be implemented naturally in a choice-driven system. His primary drive during the first half of the story is a lack of power to protect his friends. This could easily be reflected in the nature of the choices given to the player in the early stages of the game. If the player is starting at the bottom of the skill ladder (e.g. level 1), then of course they will be powerless to act. Naturally the player would want to increase their level, skill, or whatever so that they can actually take control of situations. When the player has overcome that challenge they will likely parallel the next stage of Kaneki's arc where he tries to achieve everything himself so that his comrades are never placed in danger. If there is the looming possibility of death when the player delegates a task to an ally then it is very likely that the player would try to do as much of the work as possible to minimise loss, even if the amount of risk was minute. And with that, the player would have naturally mirrored the progression of Kaneki (if you cut a few corners) and would be ripe to experience the same downfall as he did in the climax of the manga.
Tokyo Ghoul is ripe for a great game adaption. Any potential developer would have plenty of narrative and mechanical freedom due to the strength of the material's themes, tone and atmosphere as well as its depth of setting, providing plenty of room for expansion and reinterpretation.
The only difficulties I foresee reside within the design of the game itself rather than the limitations of the source material. It is absolutely pivotal that the developer succeeds in making both factions equally sympathetic and worthy of saving. A failure to do so would result in an absence of hard-choices for the player. And with no struggle and no tragedy, there is no Tokyo Ghoul.
Difficulty: **
This piece has taken an absolute age to write. I started writing it over a year ago and it has gone through countless rewrites I'm still not entirely happy. I hope that it's alright!







