GotchayeA said: Granting for the moment that it's a good interactive movie, I just don't understand what the interactivity adds to the experience. It seems to me that the player can only identify with the character to the extent that he doesn't reflect on what he's doing, and the end result doesn't strike me as being any different than what a choose-your-own-adventure book could accomplish. What artistic value is added by giving the player the ability to choose whether or not the character takes the left or the right fork? This is to everyone - this is just a point I've never understood. I look at narrative media as making tradeoffs between identifying with characters and understanding characters. A book or movie can tell you what the character is thinking, but in so doing they create distance between the experiencer and the character, or they can let the experiencer substitute his own thoughts for the character's, but this often leads to moments of realignment where the character does something that the player doesn't expect. The strength of games, to my mind, is that they can break out of this by allowing the player to identify with the character while not letting the character do anything that the player doesn't expect. However, the sort of weak interactivity in something like MGS is limited to meaningless decisions and to tests of skill in order to see the next cutscene, and I just don't see what that adds. |
I agree with your point that interactivity usually provides little artistic merit. But I do not think that this is an inherent problem of interactivity, but rather I see it as a problem of its implementation.
You're correct to imply that game developers embed interaction into their games in a trivial way where the majority of players' choices (and reaction from environement) have only a marginal impact upon story development and help little to identify with their characters.
But I believe that this is prevalent simply because developers have yet to devise a way to exploit interactivity to its potential. I simply don't see any inherent limitation within interactivity itself that would constrain developers from implementing it better. If there is, I'd like to know.
What makes it difficult for them to implement interactivity better is the inherent incompatibility between control and choice that game developers face.
Delivering a narrative generally forces creators to take control of how things turn out. The extreme case is the traditional media, such as novel and movie, where authors/directors take total control of how stories and characters develop and audience passively receives messages. Interactivity, on the other hand, is to insert some degree of choice (and feedback) into narrative, unless of course it's entirely open-ended.
What this balance between control and choice means is that by giving player a number of choice developers have a hard time to constrain the number of paths story and character develop. Imagine there are thirty branching point in game and at most of them players have to make very important decisions; important in a sense that their choices meaningfully change how their characters develop, how players identify with their toons, how story changes, and how ultimately they end up with different endings.
It's a nightmare for developers to maintain a healthy degree of control while simultaneously giving many meaningful alternatives at branching point. The easiest, and most abused, solution for them is to structure interactivity in a trivial way so that players end up with a bunch of less-meaningful go-left-or-right choices that provide little merit. If developers need to regain control, they simply insert cutscenes. This is not a very clever approach. Relying on cutscenes is a narrative heavy technique as they urge players to understand characters, but do not exploit the merit of interactivity that only gaming could accomplish better than novel or cinema.
But then again, this is not a problem of interactivity itself, rather the issue of how developers embed the sense of choice into controlled settings. If it's done right (and I do believe that is possible), I presume interactivity could lead to better character identification and better immersion in story.
Though I have yet to see a successful case, I try to be hopeful about it.