This rather shocking question was asked by my sister, after I suggested that maybe if we got some better Xbox games, she would make more use of the console. She is not, for the record, a gamer (her experience is limited to Shrek and The Incredibles - when I say limited, I mean limited). I began to describe the premise of Psychonauts, and was expounding on the humorous plot line when she remarked 'but how can a game have a plot?'
I was rather taken aback. Obviously.
But then I actually got to wondering about why she had asked that question. The first reaction was simply that she was being disparaging towards games in general. Halo doesn't seem to tickle her fancy as it does mine. Although, she quite enjoyed The Matrix when we watched it over the weekdnd. Plus, she does enjoy some games (The Sims, to be precise - which I won't mention further...). My second thought, after considering a little more carefully, was that she was reacting to the way she percieved most of the games I play. She'll occasionally watch snatches of whatever I'm playing, if I'm on the Xbox and she's in the lounge, or I'm on the PC and she wants me off it. Since I'm a shooter fan, most of what she gets to watch is me blasting aliens' faces off. And blasting some more aliens' faces off. Maybe blowing up a bridge or two, and blasting Germans' faces off.
So to her, games are simply an experience of gameplay. This is also true of experiences of games she's played herself - The Sims isn't narrative-based, and Shrek and The Incredibles... um... yeah. I'd hazard to say that when you're playing a game based on a movie, you're hardly experiencing the plot of the movie. And especially since some games based on a movie franchise don't actually reuse the plot of the movie (Incredibles 2, for example), substituting instead something resembling a not-yet-used sock in complexity and depth.
But what about Halo? Surely she's overheard Cortana frantically instructing me to complete some meta-objective, or seen a cutscene with some deep and moving character development (yeah, I'm pushing it...)? Even so, this apparently doesn't count as plot.
Huh? Well, what is plot? If you think about the plot of, say, a movie, which is a medium I find reasonably close to games (at least in terms of the action genres of each). The 'plot' of a movie consists of not just the overarching brush-stroke of the story, but the interactions between characters, the specific dialogues and situations. Plot, in this sense, is totally lacking from most games. The plot, if there is one, tehds to be relegated to cutscenes or briefings between missions, or in short scripted sequences. The majority of the time you spend actually playing the game is devoid of plot. Characters are totally lacking in personality and development outside the quick cutscenes, aside from a few lines of dialogue triggered by specific events.
So you're looking at a situation where plot and gameplay are two different things, accomplished separately - at a given point in time, you're either playing the game, or listening to the plot. They're like oil and water, occupying the same container, but never mixing. You can shake the container and break the story-oil into smaller chunks, spread more finely through the gameplay sections - and some games do do this, very successfully. But chances are, they're still two different things.
Maybe what needs to happen for games to truly have 'plot' is that story and gameplay need to become the same thing, rather than just being shaken up until they're mixed more finely. Fable is an example of a game that seemed like it could have done this, but shied away from it at the last minute, by allowing you to buy morality, and having such limited ending choices that the nuances of your gameplay choices hardly mattered - in the final muster, you were pigeonholed into a category, not treated as an individual. Half-Life 2 is breaking ground on mixing the story incredibly finely into the gameplay - to the extent that they're nearly indistunguishable. But if you put oil and water in a blender, you can still see the bubbles in a microscope; you're only creating the illusion of a homogenous liquid. HL2's story is still separate to its gameplay.
Maybe my point is pointless. Heck, who cares if my sister is flippant enough not to see the story in games right now? I'm not just playing devil's advocate here, I really don't expect you to take my sister seriously. Really. Really! There's no obligation for games to have story, and what's the problem if they don't? I can jump into Battlefield or Rising Eagle and have a great time, without any justification for why I happen to be in this particular place at this particular time - and I don't care that I'm not at all attached to my faceless avatar, or the equally anonymous representatives of others around me. But maybe for gaming to move forward from the niche it's in right now as cheap entertainment, and to gain its maturity alongside film and literature, we need to start blending these disparate elements we've got into something more cohesive, more (dare I say it) artistic (pretentious overload!). Artistic not meaning 'a Braid ripoff', but something that is unified and purposeful (pretentiometer malfunction), and... yeah, I'm empty. Congratulations for reading this far. Meh.
(That last paragraph is your proof that the law of conservation of [literary] momentum is a lie.)
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