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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.
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!