I agree that it's not necessary to pose the question as one requiring a player's decision and resulting in consequences; instead, I was merely extolling the virtues of such a possibility -- a possibility that we're not normally able to persue in the real world.
Certainly a game can, like a movie, give a narrative that focuses (or perhaps skirts around) controversial or morally-challenging questions, independent of the player's involvement.
Likewise, I certainly don't purport that a game can only afford player's projecting their thoughts onto avatars through player-specified dialog; as you say, players will always project their thoughts indepedant of that. However, as with the possibility of a player making decisions which result in consequences, the ability for a players to form their own dialog gives something that film and literature can't provide. It's not a necessity, but as with any technology, the interest in a technology isn't in what qualities it can emulate from other technologies, but in what qualities are unique from other technologies.
This is where I feel that allowing a player to make conscious decisions in both dialog and actions with direct effects on the entailing storyline is a unique quality of videogames that should be exploited. Of course, I don't argue that it's the only option -- pre-defined character dialog and storyline progression, as is common in other media, is still a viable and useful option; it just doesn't take advantage of a new possibility offered with interactive media.
Incidentally, I do have one argument against player decisions in video games. As with any book or movie with a strongly-engaging narrative, that engagement is lost when the media is interrupted. Having to put down a book or pause a video for even a few minutes can break the thoughts and emotions that make up the viewer's experience. I find this same interruption happens with interactive dialog in video games. During the time where you must decide your character's response, your focus sharply changes from watching and feeling the dialog to considering your choices and their effects. I find this breaks the otherwise flowing narrative between the characters. Perhaps a middle-ground, where the player made only one or two choices throughout the dialog, would take the focus off of the decision making and allow the dialog to flow more naturally.
Certainly a game can, like a movie, give a narrative that focuses (or perhaps skirts around) controversial or morally-challenging questions, independent of the player's involvement.
Likewise, I certainly don't purport that a game can only afford player's projecting their thoughts onto avatars through player-specified dialog; as you say, players will always project their thoughts indepedant of that. However, as with the possibility of a player making decisions which result in consequences, the ability for a players to form their own dialog gives something that film and literature can't provide. It's not a necessity, but as with any technology, the interest in a technology isn't in what qualities it can emulate from other technologies, but in what qualities are unique from other technologies.
This is where I feel that allowing a player to make conscious decisions in both dialog and actions with direct effects on the entailing storyline is a unique quality of videogames that should be exploited. Of course, I don't argue that it's the only option -- pre-defined character dialog and storyline progression, as is common in other media, is still a viable and useful option; it just doesn't take advantage of a new possibility offered with interactive media.
Incidentally, I do have one argument against player decisions in video games. As with any book or movie with a strongly-engaging narrative, that engagement is lost when the media is interrupted. Having to put down a book or pause a video for even a few minutes can break the thoughts and emotions that make up the viewer's experience. I find this same interruption happens with interactive dialog in video games. During the time where you must decide your character's response, your focus sharply changes from watching and feeling the dialog to considering your choices and their effects. I find this breaks the otherwise flowing narrative between the characters. Perhaps a middle-ground, where the player made only one or two choices throughout the dialog, would take the focus off of the decision making and allow the dialog to flow more naturally.