I feel like saying controversial today so here goes.
Videogames are the most popular interactive medium of today- but they are not the best at what the medium uniquely offers; that title goes to pen and paper rpgs. In terms of pure interactivity- the central goal of any good game- pnp rpgs (hereafter simply RPGs) will always be the closest to the holy grail of pure simulated choice and consequence. RPGs present not only the tactical choices of who to shoot, who to disembowel, what spell to cast, but the type of choices missing from videogames altogether: actual story altering decisions.
In a videogame any meaningful choice that can be made has been mapped out months or years before by a its designers. Even the shining examples of the medium dazzle only with the mass of well-presented conundrums, and the number of responses- always various but always finite, and often misunderstanding the personal reason for the player's choice. Videogames thus have two different types of choice- interactivity- in them: planned choices in which the player is as important to the process as a coin toss or dice roll; and choices that change the game world, story, and characters in no significant way. You can shoot the bad guy or stab him, but you can't negotiate with him, run away, blow a hole in the wall beside him, ignore him totally and do something else meaningful, or tackle him and throw both of you off the balcony in a bittersweet ending.
RPGs though, offer all these choices and more: you have all the interactivity that another living person-the DM- can offer. A good DM will react to any choice you make unless it's truly stupid- and sometimes even then. This is real interactivity: a player having the power to totally change the story of the game he's playing.
There are some things videogames can't be challenged at- graphics, computing power, sound effects- all of these are besides the point of gaming: interactivity.
Videogames are the most popular interactive medium of today- but they are not the best at what the medium uniquely offers; that title goes to pen and paper rpgs. In terms of pure interactivity- the central goal of any good game- pnp rpgs (hereafter simply RPGs) will always be the closest to the holy grail of pure simulated choice and consequence. RPGs present not only the tactical choices of who to shoot, who to disembowel, what spell to cast, but the type of choices missing from videogames altogether: actual story altering decisions.
In a videogame any meaningful choice that can be made has been mapped out months or years before by a its designers. Even the shining examples of the medium dazzle only with the mass of well-presented conundrums, and the number of responses- always various but always finite, and often misunderstanding the personal reason for the player's choice. Videogames thus have two different types of choice- interactivity- in them: planned choices in which the player is as important to the process as a coin toss or dice roll; and choices that change the game world, story, and characters in no significant way. You can shoot the bad guy or stab him, but you can't negotiate with him, run away, blow a hole in the wall beside him, ignore him totally and do something else meaningful, or tackle him and throw both of you off the balcony in a bittersweet ending.
RPGs though, offer all these choices and more: you have all the interactivity that another living person-the DM- can offer. A good DM will react to any choice you make unless it's truly stupid- and sometimes even then. This is real interactivity: a player having the power to totally change the story of the game he's playing.
There are some things videogames can't be challenged at- graphics, computing power, sound effects- all of these are besides the point of gaming: interactivity.