hanselthecaretaker said:
Well that was a fairly painful slog to watch and listen to (not the biggest fan of Jim?s style). It kinda reminded me of how inefficient most games are at conveying messages, like whatever mess The Division 2 is attempting to (but not really) dance around.
Imagine watching a movie or reading a novel that deals with the struggles of contemporary living, but instead of simply absorbing the content on the screen or pages (pure story), you might have to go walk the dog, mow the lawn, cut your fingernails, maybe go get groceries, etc. before you can get back to it. That?s akin to what most games have you doing in between the actual pieces of whatever story they?re trying to tell. One could say, ?Well, all those tasks are part of the experience.?, which by a stretch may technically be true, but I could easily say the same for the above distractions; sometimes even moreso. Experiencing most games in pure story form would likely involve just watching a YouTube Let?s Play consisting of only cutscenes.
The issue is that gameplay too often serves as a distraction from (or worse, is a disservice to) story and vice versa, which presents the challenge that storytelling in games needs to surmount in order to rise above what other mediums are capable of. The idea of segueing gameplay and narrative in a way that one doesn?t wind up being detrimental to the other, but instead each aspect supports the other to make it stronger.
I think the major issue is that people keep looking for declarative statements when it comes to this kind of stuff - like, the music stops, the lights dim to a spotlight over the main character who steps forward and says "hey everyone, we've talked about a lot of stuff on the show today..." and then we all nod our heads and look at eachother and resolve to feel a certain way or not feel a certain way and then the show ends and a commercial about a kid shitting his pants over some plastic piece of garbage he picked out of a box stuffed with grease pops up and we collectively wonder if one more burger in exchange for 10 minutes less total lifetime is worth it.
I got lost in a memory for a second there, but what I'm getting at is that the game already has commentary in it, its just that it isn't presented well, or how we want it, or whatever. Above Hawkii gave us this :
It has a setting where a secret group has carte blanche to defend the US from looters/terrorists, in a situation that stems from a virus that spread on Black Friday (consumerism), that apparently sent the country to a pre-industrial state, where, among other things, those that owned firearms did better than those who didn't (gun rights).
But that's not the setting, its the story. Or at least all the story you need - everything from there out, what you do in that game (book? I don't know what they're specifically referencing) and how the characters and events react to what you do (or read) is the commentary. I dunno what the Division does with the base story it was set up with, but no matter what it is, that's commentary. If you play the game and at no point does anyone give a shit about all the stuff/civilians/terrorists that explode in the process, that's still commentary.
Because the players make up part of the story by interacting with it, the commentary you get is going to vary wildly in all but the most constrained playthroughs. The Line had actual choices in it - like you could phosphorus a herd of orphans or you could bust your ass to avoid doing it, but most players tried to not murder a heap of children, got rocked back to the stone age, and then took the option they thought they were being told was the only thing you can do, and the decision (not only the gameplay action, the process that lead to the meatspace people choosing to do what they did, whatever it was) is commentary too.
Part of we as a society missing this I blame on the average game player for being blind to their contribution to the story, part of this I blame on the reporters who want real declarative statements to point at with mouths agape and eyes like dinner saucers and the remainder I attribute to the nature of most other media. The Wizard of Oz is about all sorts of shit, but since the story is locked in by the ink on the page only the internal mental processes of the person experiencing it will vary the commentary provided by the story - and because of the way our society works, most common interpretations will be declared 'correct' and the others discarded as incomplete, naive, so on and so forth. Not a lot of video games work like that and therefore its difficult to nail down a 'correct' interpretation of the story, even if the writer comes right out and says what they meant (Far Cry threeeeeee), but traditional media up to this point has always worked that way and we have been trained to look for it.