this post was submitted on 18 Nov 2023
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No Stupid Questions

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[–] minyakcurry@monyet.cc 6 points 1 year ago (1 children)

I'd like to think I'm an avid reader (and gamer) as well. I view both highly and both have their strengths.

SPOILERS

Video games shine in terms of player interactivity. I genuinely felt visceral, strong emotions by simply having to press the square button 3 times in TLOU2. Bashing someone's head in is the only way to proceed. The music gets more distorted, the screen itself becomes blurry -- I felt as Ellie felt. Distraught, upset, angry, and everything else in between.

I felt the acceptance that I have been honing in my countless loops of Outer Wilds when I finally pulled the system's "life support" out. Flying through space one last time while the music echoes this final journey really made me feel things.

I'd summarise the edge video games have as "This is what you (the player) have done. You have agency. Deal with the consequences of your own actions, or reap the benefits."

A huge disclaimer, I know that the story is already established in the writers room. I'm not saying that games allow you to craft your own story. I'm saying that they allow you to craft your own experience.

Of course, great writers can accomplish the same. I love Atwood's writing in particular, and she does conjure up wonderful emotions. But you always feel for someone or something. You don't have any agency in what happens, so emotions tend to be dampened as well. That's my personal opinion anyway, feel free to disregard it!

[–] scarabic@lemmy.world 5 points 1 year ago* (last edited 1 year ago) (1 children)

I think you’re totally right about placing the “reader” in a position of agency and how that gives the story greater impact.

I also think it really fences game stories in, too, because people would object to being certain kinds of characters, or making certain kinds of choices.

Either you have to give the gamer palatable choices, or they feel dissociated from their character, like “well fuck okay I’ll do it but this is clearly not what I would rather do,” and that greater impact is undermined.

Some games excel at finding the tricky balance point where you aren’t quite sure what you would do and really have to think and consider the consequences because you’re invested in both directions. But you can only cram so many such moments into a plot before it becomes obvious.

[–] minyakcurry@monyet.cc 1 points 1 year ago

Yeap fully agreed here as well. I do think the medium itself is shackled by its own chains, but my goodness when you find a game that does it well -- the feeling is astounding.

I guess it depends on the player as well. I adored how TLOU2 handled its story but most people might disagree.

Anyway, I've come to the realisation that I've mostly been reading non fiction lately! Maybe that's why I'm so fiction starved.

If you've any books to recommend I'd love to hear them!