Video Games and Literature
An anonymous reader writes "Have the storytelling capabilities of the two already met? A New Yorker interview with Gears of War 4 writer Tom Bissell explores the question. Bissell says, 'More and more, I’m seeing that games are mining good, old-fashioned human anxieties for their drama, and that’s really promising. Games, more and more, are not just about shooting and fighting, and for that reason I’m optimistic and heartened about where the medium is heading, because I think game designers are getting more interested in making games that explore what it means to be alive. ... At the same time, though, pure storytelling is never going to be the thing that games do better than anything. Games are primarily about a connection between the player, the game world, and the central mechanic of the game. They’re about creating a space for the player to engage with that mechanic and have the world react in a way that feels interesting and absorbing but also creates a sense of agency. So writing, in games, is about creating mood and establishing a basic sense of intent. The player has some vague notion of what the intent of the so-called author is, but the power of authorship is ultimately for the player to seize for him or herself.'"
More and more, Iâ(TM)m seeing that games are mining good, old-fashioned human anxieties for their drama,
One of the most popular games right now is Minecraft. Is the most compelling aspect of the game the idea that a scary creeper could break into your house while you're asleep? Another recent high-profile release was SimCity. The only anxiety that game produced was a nearly limitless supply of frustration and anger because nobody could login to it. As I understand it, the CEO recently was forced to resign, and afterwords will drive to the nearest unoccupied house. (shrugs) One of the most popular Facebook games is Farmville... Anxiety over not getting back online to harvest in time? Or how about Angry Birds... Does the thought of an oversized cardinal levelling the building you're working in keep you up at night?
I think the problem here is the author's choice of games, not the variety of games.
Games, more and more, are not just about shooting and fighting, and for that reason Iâ(TM)m optimistic and heartened about where the medium is heading,
Yet, what's the example you quoted? Gears of War 4. I wonder what it's about...
At the same time, though, pure storytelling is never going to be the thing that games do better than anything.
Clearly you've never played D&D. I've had gaming sessions that had more plot, depth, and character development than anything you're going to read in a book or see on the big screen. There are a lot of immersive games based on the idea of a lone adventurer, or a party, saving the world. Look at Skyrim for example. Find me a geek that hasn't uttered "... but then I took an arrow to the knee." I doubt they exist.
If anything, games are moving away from what you're describing. And why wouldn't they? Games are a form of escapism. Who wants to confront their anxieties as a form of relaxation? Nobody. IRS Auditors 2013: Paperworks Of War? Not a best seller. Oh My God, I Might Be Pregnant II: Condoms Of Injustice? The opening scene was great, but after that, the plot went really downhill. Turn Left And Cough? Would probably sell better than the next EA game... but you get the idea.
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Something a lot of people don't seem to get is that there's a difference between plot and story. Plot is what happens in a narrative; story is how it happens. Put another way, story is the combination of the raw plot and the characters' interactions with it.
Video games are pretty good, sometimes great, at the plot bit. Most games, however, utterly fail at the character--story--side. You can find any number of examples of this in so-called RPGs, especially JRPGs. While these games are often a lot of fun, they typically have the character development and depth of a rock. Some exceptions certainly exist, such as the Witcher series, which give the character much more say in the narrative than most games. Heavy Rain also tried with some degree of success to instill greater character into the narrative (interestingly, it did a pretty good job with character development at the expense of plot).
In the end, though, games have an inherently difficult time portraying character weakness, flaw, or depth. They try to cheat it through cutscenes, but that's only half successful. Take Metal Gear Solid 4. In cutscenes, Snake is pretty weak, even enfeebled. During actual gameplay, though, he controls even better than his younger self did in the first Metal Gear Solid. And can you blame the developers? Would you really want to play the game as an actual geriatric spy? Would such a game sell enough to recoup the millions of dollars it cost to make?
Games, books, and movies each have strengths and weaknesses on the story-telling front. Games are good at immersion, plot, A/V elements, and immediacy. Movies are good for broad character character development and showing subtle nuances, such as a slight twitch or motion that a careless viewer might miss (this is something games are able to fake by way of cutscenes). Books are the best for really getting inside a character's head, but lack the immediacy or auditory/visual feedback of a movie or game.
As games mature, I don't doubt we'll see something of a convergence of elements happening. I don't think we're there yet, and I don't think games will ever be on par, in this particular area, with books. Also note I'm talking about commercial games with the assumption that the producers are attempting to maximize profit. I don't doubt an indie developer could pull off an amazing story with enough dedication and talent (sadly, I have yet to see this; any suggestions?).
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