To touch on the point of “where do video games fit in media”; I am reminded of an old video that sticks with me, roughly shortly after the release of Elder Scrolls Oblivion, with Sir Patrick Stewart on the topic of covering games and whether they are art.
He put forward the framing of “who is telling the story” to classify where video games fall closest as art. You have four possible personas in storytelling/art:
• the author
• the director
• the actors
• the audience
He then broke down who is telling the story:
• in paintings and carvings, it is the artist telling all of the story directly through the media.
• in books, it is a combination of the author and the reader, it is the author’s words that create the story through the filter and imagination of the readers mind.
• on stage, it is the actors that tell the story to the audience.
• in film, it is the director telling the story through the performances of the actors who all filter the words of the writer.
He stated how he marveled at video games because they represent a new media where the storyteller is the audience directly. Yes the writer lays out the possible elements, the actors, if present, influence how the characters are percieved, and the director pulls all of that together.
But it is the audience that creates the story in every run through every action they take in the game, and as such they are closest to books.
Insofar as romance and based on the above, I think that once the planned beats are played out it is up to the audience as the storyteller to create the rest of the romance.
The point about who is telling the story is interesting, especially in regards to ttrpgs.
Because today, video games are everywhere and are telling insanly emotional stories. And to gamers, the guardrails feel natural. After all, they have to be there and have always been there, so the suspension of disbelief includes ignoring that you’re (in ttrpgs terms) on railroads.
But, the old guard has played ttrpgs while video games were in their infancy, so they never expected the GM to give them a framework, in which they could do everything, and that still produces a story that would make J.R.R. Tolkien give standing ovations.
They, instead, assumed that with clever incentives, the players would themselves want to play and create the stories themselves. As you pointed out, the GM would simply offer tools for the players to tell their stories.
But, to tie this back into romance in video games: Sure, you can roleplay that yourself (if you write it down, you have created fanfic) but, like in ttrpgs, it’s not ‘your’ character and you’re not the GM.
Some groups might play that way, everyone being a quasi gm who can tell a part of the story freely and then handing the scene back to another player.
But in most groups, I think, players want to control only one character (themselves). To them it feels violating to either take away/control someone elses character or having your character be played by someone else.
And in video games, the only character you have is your main character. Thus roleplaying other characters is like taking away the GMs NPCs.
But, your point does work in games like The Sims, where, even though the dialog/romance options are limited, you can add back that level of meaning through roleplaying. Or in games like the elder scrolls, where the storylines aren’t intertwined. But Cyberpunk 2077 does pull your romantic interest into optional endings, so the characters behavior might then no longer align with your interpretation, because the game took back control of its characters.
Very well put.
To touch on the point of “where do video games fit in media”; I am reminded of an old video that sticks with me, roughly shortly after the release of Elder Scrolls Oblivion, with Sir Patrick Stewart on the topic of covering games and whether they are art.
He put forward the framing of “who is telling the story” to classify where video games fall closest as art. You have four possible personas in storytelling/art: • the author • the director • the actors • the audience He then broke down who is telling the story: • in paintings and carvings, it is the artist telling all of the story directly through the media. • in books, it is a combination of the author and the reader, it is the author’s words that create the story through the filter and imagination of the readers mind.
• on stage, it is the actors that tell the story to the audience. • in film, it is the director telling the story through the performances of the actors who all filter the words of the writer.
He stated how he marveled at video games because they represent a new media where the storyteller is the audience directly. Yes the writer lays out the possible elements, the actors, if present, influence how the characters are percieved, and the director pulls all of that together.
But it is the audience that creates the story in every run through every action they take in the game, and as such they are closest to books.
Insofar as romance and based on the above, I think that once the planned beats are played out it is up to the audience as the storyteller to create the rest of the romance.
The point about who is telling the story is interesting, especially in regards to ttrpgs.
Because today, video games are everywhere and are telling insanly emotional stories. And to gamers, the guardrails feel natural. After all, they have to be there and have always been there, so the suspension of disbelief includes ignoring that you’re (in ttrpgs terms) on railroads.
But, the old guard has played ttrpgs while video games were in their infancy, so they never expected the GM to give them a framework, in which they could do everything, and that still produces a story that would make J.R.R. Tolkien give standing ovations.
They, instead, assumed that with clever incentives, the players would themselves want to play and create the stories themselves. As you pointed out, the GM would simply offer tools for the players to tell their stories.
But, to tie this back into romance in video games: Sure, you can roleplay that yourself (if you write it down, you have created fanfic) but, like in ttrpgs, it’s not ‘your’ character and you’re not the GM.
Some groups might play that way, everyone being a quasi gm who can tell a part of the story freely and then handing the scene back to another player.
But in most groups, I think, players want to control only one character (themselves). To them it feels violating to either take away/control someone elses character or having your character be played by someone else.
And in video games, the only character you have is your main character. Thus roleplaying other characters is like taking away the GMs NPCs.
But, your point does work in games like The Sims, where, even though the dialog/romance options are limited, you can add back that level of meaning through roleplaying. Or in games like the elder scrolls, where the storylines aren’t intertwined. But Cyberpunk 2077 does pull your romantic interest into optional endings, so the characters behavior might then no longer align with your interpretation, because the game took back control of its characters.
So I have to roleplay romance in my role playing game? I don’t play role playing games to play roles! /s
Multidimensional choose your own adventure.