Here’s
a nice, big, broad question: why do we play video games? Is it for escapism?
For a challenge, or sense of competition? To experience a narrative? Obviously,
there are as many answers to that question as there are players of games. But
one thing all answers have in common, banal as it sounds, is the simple experience of playing games, which is
entirely unlike any other form of media. There’s a sense of direct control
there, a synthesis between player and avatar, that goes beyond anything else.
We may empathise with the protagonist of a film or book, but we are the protagonist(s) of a game, at
least for as long as we play as them. Our actions directly correspond to what’s
happening on the screen, and even influence the course of the narrative.
This
sense of immersion is one of the reasons why I think games can and do provide
narrative experiences which are outside the reach of other media (though
perhaps not as often as I’d like). At best, games can convey a sense that the
events unfolding are happening to you, the
player – even if the player is represented by a named character with their own
personality*. Inhabiting the skin of Lee or Clementine in The Walking Dead doesn’t make certain decisions any less stressful,
nor make the player feel the consequences any less keenly.
This
is, of course, the reason why Japanese RPGs (and other story-based games) from Pokémon to Persona ask the player to enter their name at the beginning***.
It’s an assumption by the character of the player’s identity, or vice versa.
It’s a kind of ritual which demarcates the entering of another space, without
losing one’s sense of self (unless, of course, one wishes to, in which case
many games provide default names for the donning of an alternative identity).
The
upshot, naturally, is that the player will spend the rest of the game being
addressed directly by name. This is, presumably, why many traditional dating
sims include the name-entering option; it dovetails with the general
wish-fulfilment angle of those games. Not to say that that angle isn’t present
in other games, of course; RPGs are very fond of having characters say things
like “Nice work, _____!” or “I’m so glad I met you, ______!” at every turn –
particularly in games like the Persona
series, where cultivating friendships (and, optionally, romantic relationships)
with other characters is a central tenet of the game.
Again,
the point is obvious, but it bears repeating: no other form of media does this. Even choose-your-own-adventure
books don’t actually address the reader by name. The barrier between player and
game is thin at best; the player is an active participant in the world of the
game. They have observable effects on the game world, from talking to NPCs to
destroying objects in the world to placing a block in the right place. This, I
think, partially accounts for why games can be so therapeutic: the consequences
of your actions are always clear, always substantial, from saving the galaxy to
finding someone’s lost pet.
What’s
more, to further encourage a rapport between player and protagonist, the
latter’s success or failure is dependent entirely on the actions of the player.
Again, this is something which is unique to gaming. Conan Doyle’s Sherlock
Holmes will not fail to identify a criminal if the reader is stumped by the
clues he finds, but the game version of him will, because his destiny is tied
to the player’s wits. Luke Skywalker will always successfully blow up the Death
Star; a player might not, and there might well be consequences for that other
than having to repeat the level, if the game’s writers and designers are savvy
and ambitious enough.
And
then there’s the concept of character creation. There are two broad schools
into which players fall when designing a character: that character can either
be a representation (possibly idealised, to some extent) of themselves, or an
entirely invented character****. This is particularly prominent in a game
series like Dragon Age, where the
player also determines, to a great extent, the personality of their character
through their decisions and dialogue choices. Does your character respond as
you would, or as you have decided they would? The former is essentially the
player playing the game as themselves,
while the latter adds a layer of creativity to the process wherein the player’s
created character is simultaneously analogous to and distinct from the player
themselves; both a representation of the player and a presence in and of themselves. It’s enough to make
postmodernist theorists cry.
One of
the chief goals of fiction is to draw its audience into its world. By blurring
the lines between spectator and participant, games are uniquely qualified to do
this. This is not to say that every game does this, of course, nor even every
narrative-focused game; there is a strange fetishisation of the “cinematic” in
many major big-budget games, especially certain wildly popular first-person
shooters, whereby the player is effectively barred from interaction with the
game’s world and its story, and is in many cases reduced to watching the game
unfold rather than, you know, playing it.
Gaming is still a relatively new narrative medium, and there’s untold tapped
potential in it.
* - This is one reason why I’m not generally fond of
the “silent protagonist” trend. It’s very difficult to convey personality
without dialogue, and at worst it can bring about a sense of baffling
passivity. Protagonists in games like Dishonored
stand about mutely** during cutscenes, twiddling their thumbs while
terrible and momentous things happen around them. If the idea is to bring the
player inside the character’s head, it backfires, because it’s so strange as to
be immersion-breaking.
** - Some fans interpret these characters as actually
being mute, which seems to me to be overly generous to the writers (which is,
of course, a possible definition of fandom).
*** - And, in some cases, other characters’ names as
well, such as the rival in some of the Pokémon
games, perhaps purely so that the player can spend the rest of the game
being informed that “POOFACE wants to fight!”
**** - Then there’s a third option, which may well be
unique to me: create the closest representation of David Bowie allowable by the
game’s design tools. It’s the simple pleasures.
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