But Is It Art? Better Yet, Does It Have Fangs?
Sometimes when I talk about what’s
possible for stories in games, my non-gamer friends ask me if games
can ever be as good as books and movies. My answer is always that as
limited as game stories seem to be (until someone proves us all
wrong!), they have the potential to be the most powerful thing you
could experience – because as the player, you are the main
character. Every heartbreak and every revelation is that much closer
to your jugular vein.
For what it’s worth, games are better
when their heroes are good, strong characters who will grow and
challenge the player during the time they spend together. While the
protagonist is by no means the one make-or-break keystone of a game,
it is the portal into the game for the player’s imagination
– the term “avatar” is used for a reason. If the hero is bad
enough, they could make an otherwise great experience hollow, and if
the hero is awesome enough, doubt ye not its power to bring the game
to life.
By and large, successful player characters will be either
action heroes or everymans. That is, they will either be striking
symbols of adventure wish fulfillment, or they will be sympathetic
placeholders that let a firecracker plot do its work. Perusal of
Hollywood blockbusters and adventure classics will reveal that these
roles have their own grand traditions beyond the realm of games, and
are in no sense limited, dramatically.
Dramatists should take heart for
another reason: all of those limitations and constraints apply to the
player character only. As we build better ways to interact with
NPC’s, we can have our share of Iagos, Gollumses, and Kaizer Sözes.
And like Shakespeare’s Iago or Brad Pit in Fight Club, I
don’t know that it would be a bad thing for a truly outstanding NPC
to steal the show.
As we pioneer new ways to introduce and
portray protagonists in video games, I hope that we begin to shuck
off some of the awkward glitches of the first several nascent decades
of game design. I believe we are already seeing the first signs of a
new generation of game heroes – and they are, thank goodness, as
unlike each other as Alan Wake, Razputin, Kratos, and whoever that
woman is in Hard Rain.
These and all the other games yet to be
made, all the manifestations of the everyman and the action hero,
like so many multi-colored and luminous skins for the players to put
over their own, and feel the thrill of the game tingle on the tips of
their fingers and up their spines.
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