I know this probably won't be a popular opinion here, but I don't think games are art yet. I'm starting to be convinced that they can get there, but there's one big problem they'll have to overcome first-- games that allow you to make choices for your character disallow or actively discourage character development.
I first noticed this playing Bioshock. I started off the game harvesting the Little Sisters, until I got to the bit in Tenenbaum's hideout. I was in kleptomaniac mode as usual, picking up every bit of loot that wasn't nailed down, when I took a chocolate bar, and one of the girls glared at me and said "That's mine." I wasn't used to thinking of this stuff as belonging to anyone. It was a kind of poignant moment, and I decided that my character was affected by seeing Tenenbaum's work firsthand, and that he would stop harvesting Little Sisters from then on. He was a reformed man.
Annnnd then I beat the game and got the "Murder-Everyone-and-Nuke-Shit" ending. I had decided to play my character in a certain mindset, and then the game snatched him back and said "NO, NO, YOU'RE DOING IT WRONG!" He was bad at the beginning, so he had to be bad at the end.
That's not even the worst example. Lots of games (read: every game with a morality-meter ever) give actual gameplay benefits for playing a static character. In Mass Effect, you can be Paragon or Renegade, but if you want to play, say, a character who's superficially polite and diplomatic but is willing to throw people under the bus when the going gets rough, or someone who starts out truly believing in the Council but gets more and more disillusioned with them each time they "dismiss that claim" and decides "fuck it, I'm going Renegade," well, you can do it, but you won't get enough morality points and half your crew will die. In Dragon Age 2, you and your companions can't have initial tension blossom into a fast friendship as they sway you to their views, you have to pick Friendship or Rivalry and stick to your guns, or you don't get their special perks.
The list goes on. The point is, character development is a cornerstone of the narrative arts, and if games want to join that pantheon they'll need to find a way to incorporate it. One easy way would be to yank control of the character away from the player and make a linear game where the character develops without your input, but that's no fun-- why not just make it a movie instead? The great thing about Bioshock wasn't that it had a great story, it was that it had a great story that could only ever reach its full potential as a game (for reasons too spoilery to discuss in detail). Games are right to allow choice, but they should also let people change.
I first noticed this playing Bioshock. I started off the game harvesting the Little Sisters, until I got to the bit in Tenenbaum's hideout. I was in kleptomaniac mode as usual, picking up every bit of loot that wasn't nailed down, when I took a chocolate bar, and one of the girls glared at me and said "That's mine." I wasn't used to thinking of this stuff as belonging to anyone. It was a kind of poignant moment, and I decided that my character was affected by seeing Tenenbaum's work firsthand, and that he would stop harvesting Little Sisters from then on. He was a reformed man.
Annnnd then I beat the game and got the "Murder-Everyone-and-Nuke-Shit" ending. I had decided to play my character in a certain mindset, and then the game snatched him back and said "NO, NO, YOU'RE DOING IT WRONG!" He was bad at the beginning, so he had to be bad at the end.
That's not even the worst example. Lots of games (read: every game with a morality-meter ever) give actual gameplay benefits for playing a static character. In Mass Effect, you can be Paragon or Renegade, but if you want to play, say, a character who's superficially polite and diplomatic but is willing to throw people under the bus when the going gets rough, or someone who starts out truly believing in the Council but gets more and more disillusioned with them each time they "dismiss that claim" and decides "fuck it, I'm going Renegade," well, you can do it, but you won't get enough morality points and half your crew will die. In Dragon Age 2, you and your companions can't have initial tension blossom into a fast friendship as they sway you to their views, you have to pick Friendship or Rivalry and stick to your guns, or you don't get their special perks.
The list goes on. The point is, character development is a cornerstone of the narrative arts, and if games want to join that pantheon they'll need to find a way to incorporate it. One easy way would be to yank control of the character away from the player and make a linear game where the character develops without your input, but that's no fun-- why not just make it a movie instead? The great thing about Bioshock wasn't that it had a great story, it was that it had a great story that could only ever reach its full potential as a game (for reasons too spoilery to discuss in detail). Games are right to allow choice, but they should also let people change.