Tellaerin said:
You know, for a poster I generally like, you can be pretty fucking obnoxious sometimes.
I'm obnoxious as a rule. Haven't you noticed?
Tallaerin said:
I apologize. I work weekends, and I've been functioning on about three hours of sleep for the last day and a half or so, so I missed that when I skimmed back through the thread. Nonetheless, you're right--my bad.
Alrighty then!
Tallaerin said:
Perhaps if he'd said 'better than the vast majority of formulaic popcorn flicks we see from Hollywood', he'd've had firmer ground to stand on. Or do you mean to tell me that everything from Hollywood is a rich, deep, nuanced masterpiece of cinema? That's nowhere near the truth, and you know it.
No, there's quite a bit of garbage in Hollywood.
Tallaerin said:
It's good to know that being able to respond emotionally to media where the characters aren't portrayed by 'real people' (which includes not only games, but literature, animation, graphic novels, and the like) are 'emotionally bankrupt'. Seeing actors on a screen is what resonates most strongly with you, apparently, but
you are not everyone. Personally, I think that people who can't relate well to characters and situations unless they're portrayed by actors in a movie to be chronically deficient in imagination, but hey, we all have our limitations, right? Guess it beats being emotionally bankrupt.
Except games require little imagination - the stories are clearly laid out for you, the plot usually follows a set path and the ending is clearly defined. And unlike books, you have the images in front of you telling you how your mind should look at any given game world. Imagination is a powerful tool. To say that
playing videogames requires a heft of imagination is ludicrous. At best you can say some game scenarios require imagination to complete, but in the area we're talking about - story - it is of little importance in games. That's not to say games don't take imagination to create, but on our end it's far less a factor.
As I said in my previous post, it's not a problem of being unable to be emotionally affected by "non-movie" mediums (I've been emotionally affected by
many, many books) or even the game medium. In two examples, I
did have a noteworthy emotional reaction in a videogame. The problem is videogame narratives currently aren't of high enough quality to evoke such a response. The very best they do is evoke excitement. Which is an emotion, no doubt, but it's quite a different direction then what we were originally discussing, obviously.
Tallaerin said:
You are obviously far more easily moved by the beauty of the cinema than you are games in general. There's nothing wrong with this, even if I and some others don't share your perspective. The place where all this runs aground is when you start applying your qualitative judgements as some sort of absolutes. Games have a long way to go because most of them don't make you feel anything on an emotional level, unlike movies! When people tell you that they don't share your opinion, they're watching the wrong movies or emotionally bankrupt or something, because they're wrong, wrong, wrong!
I'm more moved by cinema at the moment. It has nothing to do with games not being able to evoke such a response. It has everything to do with current videogame sucking donkey dick in doing so, because they are written by hacks.
As I said, the problem is people are trying to claim that videogame
stories are better than movie
stories. This just isn't true. Regardless of the emotional response you specifically get from videogames, movies are better written and generally are more capable of having a viable grasp on what makes people tick. Again, this is not because games are unable to do this. It's because games
haven't done it yet.
Again, I'm not going to pussyfoot around what I perceive as the truth. This is a gaming forum, so I suppose I shouldn't be surprised that there are people who actually think games can garner a more radical emotional response. But it simply isn't true. And as I said, if you've watched any great film and said "wow, I was completely unattached to that let me go play Tales of Symphonia where I can interact with the cookie cutter bastard with the big sword and his juvenile relationship with some whore angel", then that's your thing. All I can say is I feel genuinely sorry for you. Games are about gameplay. They can't compete on the level of storytelling. Not yet. Sorry.
Tallaerin said:
Perhaps for you, the interactive nature of games doesn't generally foster a deeper emotional connection to the characters you're directing. Without that added dimension, the narratives seem flat to you. You want games to be more like cinema, a medium where you do find yourself emotionally engaged. I can understand where you're coming from, but this still doesn't make your opinion some inviolable fact.
I don't want games to be more like cinema. I want games which focus on storytelling, like RPGs, to actually put have a dicks worth of work into the stories they provide. I want them to be written by people with actual talent, and I want characters that aren't so predictable and unimaginatively conceived that they actually break through the time space barrier and become
negative dimensionsional.
Interactivity is key to having
fun. Fun is an emotional response. But that's clearly quite a different subset of emotions than I am discussing.
Tallaerin said:
Don't get me wrong--I still think that there's quite a bit of room for growth when it comes to the narratives in games, in terms of both content and presentation. However, I
don't think that games should take all (or even most of) their cues from movies. Games, by their nature, have fundamentally different ground rules that shape the tales they tell. I'll address that point again a little further in, once I hit the point in your post where you're busy laughing mockingly and generally being a dick about things.
I will wait to hear your point later on then!
Tallaerin said:
Forgive me for not handing you more opportunities to call me certifiably insane. If I thought you were actually interested in discussing this instead of looking for an excuse to take potshots, it'd be a different story, but I think I'll pass for the time being.
I did not take a potshot at you; I said if you
did actually think games envoke a better emotional response than those examples you are certifiably insane. Do you? Well, what can I say.
I have strong opinions on this, and I
personally think that people who believe that are certifiably insane. I guess that's the nature of opinions, right jack?
Tallaerin said:
As far as the bit about how 'all videogame writers suck' is concerned, that's so far into the realm of personal opinion that I really don't see what difference debating it with you could possibly make. Apparently they're capable of writing material that connects with many people out there, at least when presented in the context of a game, so they're doing something right. The fact that you're not among the people who find this material affecting in any way doesn't change that fact.
Popularity != quality. To use the generic example, N*Sync must have written some of the best songs known to man because a lot of people connected with the lyrics and the voices they had. To use the more high brow example, it's simply because games have had such a poor trackrecord of storytelling that people have lowered their standards in this medium. Obviously, I cannot back this statement up with polls or scientific studies, but I genuinely believe this is the case. I love to poke fun at people who sit at home playing the next Japanese suck-a-fuck RPG that comes to American shores, fellating themselves over that anime cliche with big tits who constantly whines about how hot it is in the middle of the desert or how the quest is too perilous to complete without the eighteen shards of powerful orgasmic energy that keeps the world afloat.
If this is something that moves "a lot of people", then that's good for "a lot of people." But my standards are quite a bit higher, and yes I am quite comfortable with saying that it's an issue of standards.
I want to make this very clear, so that you're not dancing around it like some warlock in an ancient pagan ritual:
This is
only speaking to the narrative element in games; specifically the
script/
writing that carries the characters and the plot along to its arbitrary end. This is not even discussing presentation or gameplay, which I have seperate views on entirely.
Tallaerin said:
Investing time in an activity where you are given responsibility over something and must keep it safe and help it overcome obstacles tends to foster an emotional response in most people, whether it's a small child, a pet, or a virtual character. Simple human emotional responses here.
By your standard, Tamagotchi pets should envoke strong emotional responses. Similarly, comparing a
virtual character to a small child or pet is fucking ridiculous. When a character in a videogame dies,
you load up a save state and continue. This isn't so much a matter of "keeping him/her safe" because you always recognize that they will always be safe as long as you have that little segment of data on your memory card.
Now, I would like to add a very strong qualifier to this statement.
I believe that when games actually have the writing talent to back it up, the fact that they
are interactive will add an extra layer of emotional "depth" which will be on par - or perhaps even surpassing - that of movies or books. You're right on only one thing, and that's that responsibilty can garner emotional responses.
However, as a rule, time invested or interactivity does NOT equal emotional investment. And this is important to acknowledge.
Tallaerin said:
Yes, I feel there are a great many elements in game narratives that are ignorantly dismissed by critics as cliche (preponderance of archetypal characters, 'save the world' scenarios where the player is encouraged to form an attachment to the setting, which is then threatened to generate a protective response, plots where the heroes invariably win in the end, to name a few) are actually intended to work in conjunction with the gameplay to make the game a more emotionally rewarding experience for the player.
Except there's nothing at all rewarding about guiding another cliche character to save the world.
At all.
Tallaerin said:
While the fact that games are interactive gives them certain advantages over other media in terms of the tales they can tell, the direction their stories take are also constrained by the need to make the game work as a game. Generally speaking, a game has to be winnable--the player is expected to overcome the challenges set for him, and to be rewarded for doing so. Life (and movies, and books) don't always work out that way, but making the player work for a negative outcome just isn't fulfilling from a gameplay standpoint, and that alone results in narratives that are often (unfairly) dismissed as 'simplistic'.
I think this viewpoint is so dangerous it has the possibility of crippling progressive storytelling in videogames altogether.
In a videogame
story, the end absolutely
does not need to be winnable. I don't mean that in the way that you can't get past bosses and complete the story a developer intended. That's also not to say there isn't a plot to follow and a clear "ending". But there are numerous ways to end a game, and not all of them have to be with main characters who stay alive or with the cast happily gathering together to hump like rabbits unto the end of the universe.
I don't know what rainbow colored worldview you house, but if I played a videogame where the outcome was
negative I'd fucking rejoice that someone had the iron clad balls to do so. If you've played Planescape Torment [RPG], which is the best story ever told in a videogame, the ending is all but positive. And yet it evoked such a powerful emotional response that I actually
cried. And guess what? The rest of the game was actually - *gasp* - written by people with some grasp of college english 101! It did not pussy out to common videogame conventions, perilously teetering on the edge of "Tallaerin's three step program to emotional involvement in videogames!" Its creators had
real vision, and its narrative was written as if it wasn't going to be played by first graders on ritalin. Naturally, this is my personal opinion. But I'm confident in my views.
Tallaerin said:
I'm more than willing to discuss this at greater length with you--I've invested quite a bit of thought in the subject--but please, either accept my offer to talk about it, or agree to disagree and let the matter drop, rather than spamming laughing smileys and acting like an ignorant ass about it. It's sure as hell not as laughable a contention as you've made it out to be.
I'm sorry, your assertion that videogames are intentionally cliche to evoke a
higher level of emotional investment in the characters was so funny I literally laughed out loud. I mean that I sat in my chair in real life, stuffing my fat face with yams and laughed so hard I nearly choked. I thought it was so funny that I felt I should relate my disbelief on the forum because that's about all the response that particular line of reasoning deserved from me. And it's as funny now as it was then, so I think it's something you should probably drop. I'm obnoxious, you acknowledged that. But to me, it was
that funny.
Tallaerin said:
I get the impression that to you, this would make the game in question that much worse, that much further from the ideal embodied by cinema, whereas I feel that makes the game in question that much better. Games need to find their own way, not ape film.
Ok, let's consider this for a moment. It's certainly the most rational statement you've made in this post. "Games need to find their own way." I
completely agree.
My point throughout this "debate" has been that they have yet to find it.
Tallaerin said:
Great? Not yet--there's still a lot of room for growth. But good? Without a doubt. You can dispute that, certainly, but I think the people out there who profess to be genuinely moved by their favorite games would beg to differ. Tarring them all as 'emotionally bankrupt' doesn't invalidate their experiences, either.
Good stories in videogames? Nope.
Good games? Sure.
Tallaerin said:
And perhaps we won't ever agree on this. I'll settle for understanding and respecting one anothers' opinions.
I understand and respect your view. I disagree so strongly, however, that I just invested another ten minutes in arguing your point. But as I told someone else, I harbor no ill will toward anyone I debate with and what I say in a debate is pretty much dropped as soon as I leave the thread.