Posted July 18, 2014
Hmmm, I hope you didn't take my disagreements more strongly than I intended...
Allow me to summarize your OP and my reply:
You: Videogames are mainly interactive and therefore don't need a narrative. Narrative in videogames may be detrimental or additive to the ludic value. Cinematics in videogames are mostly detrimental.
Me: You are right about the relation between narrative and gameplay, but overstate the negative of cinematics on gaming.
Basically I see your focus on cinematics as looking at some trees instead of the forest. Instead of going into details of those trees being better or worse trees, I chose to argue that if you look at the forest...
Thanks for explaining the commercialization angle, I now see the connection but feel it's not relevant to my points. If we disagree that something (cinematics) is good or bad to gaming, what causes it (commercial pressures? misguided artistic visions?) is actually not important. At least if you have no dogma about social systems of production :)
Moving to the core argument.
You basically want to know why I separate ludic systems from narrative systems in looking at games.
You basically want to know why I separate moving pictures from soundtracks in evaluating motion pictures.
The answer is that I don't separate them, unless I have to, and the way you framed the questions by focusing on some bombastic soundtracks (cinematics) is why I did.
As you see the comparison matches both our opinions.
1) We both believe that mechanics are necessary for games, like moving images for movies.
2) We both believe that games with a "good" mix of narrative and gameplay are better than the isolated parts - that soundtracks and pictures can add to a whole bigger than the parts.
Now, I didn't say mechanics carry no meaning. That would be like saying that silent movies carry no emotion. I actually gave examples of game mechanics conveying meanings: Chess, Monopoly and Braid.
What I think you will agree is that the narrative, whether written or shown, is a much easier carrier for meaning - precisely because it leaves the player less choice space for interpretation.
So silent movies will find it much harder to affect a viewer emotionally, just like games without narrative will find it much harder to convey meaning through their mechanics alone.
(this is another reason why focusing exclusively on videogames obscures the topic - the screen forces a visual aspect that is extremely strong - even sound in movies does not have the same constant presence - you may have momentary silence, or no music, but the images continue. Can you have interactive videogames on a dark screen?)
Now with this power to add emotion (to add meaning) comes a risk, because the sound may distract the viewer from the images, like the narrative may distract the player from the play. But this is distract, not detract. The play and the images are still there, objectively undiminished, and it may be interesting, or appropriate to look at those aspects in isolation - precisely because the relation between them is not unidirectional and does not have the same result universally.
So ironically I reach a conclusion: I kind of agree with you that cinematics distract from gameplay.
(while actually adding to better games. What videogames did to popularize and mature games is huge social change - akin only to popularity of sports, which also come from games ;) the power of play mechanics)
But these not cutscene cinematics, these are the graphics of every single VIDEOgame - even if that is just images of text changing. And for me it is very interesting, that even when players realize that meaning/narrative can distract from play/mechanics they never generalize that that is also happening with the videogames they like, especially RPGs and adventure games.
Ok, that was longer than I thought... now to round up on the tangents:
I don't se any ethical value of nobility in gameplay. I can see an ethical value in their pedagogical aspects.
Of course there is ethical value in game's narratives (subjective obviously). Just like in any narrative outside of games.
Choice in dialogues is a gameplay mechanic. The textual content of each choice is what usually provides the meaning.
The choice mechanic itself may add to the narrative ressonance in that it permits the narrative to be better atuned to your strings. But this can go the other way, it permits the player to dismiss the narrative and meaning all together.
As for FPS action mechanics... I could go on for ages. A few provocations :)
Save reload mechanics detract hugely from effectiveness of what you describe.
Playing paintball or a team sport is mechanically much more faithful to the reality of acting under danger.
I'll agree with you on the frenzy though... but creating frenzy I don't consider very impressive, we had that in arcades in the 70s and 80s, and in many ways are less hardcore now.
Lastly, ideas can be expressed trough actions, and actions are defined by mechanics, and this does not mean all actions express some idea, and it does not mean that actions designed with intent to express an idea actually do.
Overall interactivity and meaning are mostly perpendicular to each other. Neither helping nor hindering each other - we often tolerate bad play for good narratives, and bad narratives for good play.
What would you say is the meaning of frenzy and a sense of danger?
Do these things have a meaning divorced from the narrative context?
What is the meaning of Robotron? Arkanoid?
Don't these have frenzy and a sense of danger expressed mechanically?
Thanks for the opportunity, as mentioned this is a topic I enjoy discussing.
This should give you a better view on any further disagreements. If you don't fal asleep meanwhile ;)
Allow me to summarize your OP and my reply:
You: Videogames are mainly interactive and therefore don't need a narrative. Narrative in videogames may be detrimental or additive to the ludic value. Cinematics in videogames are mostly detrimental.
Me: You are right about the relation between narrative and gameplay, but overstate the negative of cinematics on gaming.
Basically I see your focus on cinematics as looking at some trees instead of the forest. Instead of going into details of those trees being better or worse trees, I chose to argue that if you look at the forest...
Thanks for explaining the commercialization angle, I now see the connection but feel it's not relevant to my points. If we disagree that something (cinematics) is good or bad to gaming, what causes it (commercial pressures? misguided artistic visions?) is actually not important. At least if you have no dogma about social systems of production :)
Moving to the core argument.
You basically want to know why I separate ludic systems from narrative systems in looking at games.
You basically want to know why I separate moving pictures from soundtracks in evaluating motion pictures.
The answer is that I don't separate them, unless I have to, and the way you framed the questions by focusing on some bombastic soundtracks (cinematics) is why I did.
As you see the comparison matches both our opinions.
1) We both believe that mechanics are necessary for games, like moving images for movies.
2) We both believe that games with a "good" mix of narrative and gameplay are better than the isolated parts - that soundtracks and pictures can add to a whole bigger than the parts.
Now, I didn't say mechanics carry no meaning. That would be like saying that silent movies carry no emotion. I actually gave examples of game mechanics conveying meanings: Chess, Monopoly and Braid.
What I think you will agree is that the narrative, whether written or shown, is a much easier carrier for meaning - precisely because it leaves the player less choice space for interpretation.
So silent movies will find it much harder to affect a viewer emotionally, just like games without narrative will find it much harder to convey meaning through their mechanics alone.
(this is another reason why focusing exclusively on videogames obscures the topic - the screen forces a visual aspect that is extremely strong - even sound in movies does not have the same constant presence - you may have momentary silence, or no music, but the images continue. Can you have interactive videogames on a dark screen?)
Now with this power to add emotion (to add meaning) comes a risk, because the sound may distract the viewer from the images, like the narrative may distract the player from the play. But this is distract, not detract. The play and the images are still there, objectively undiminished, and it may be interesting, or appropriate to look at those aspects in isolation - precisely because the relation between them is not unidirectional and does not have the same result universally.
So ironically I reach a conclusion: I kind of agree with you that cinematics distract from gameplay.
(while actually adding to better games. What videogames did to popularize and mature games is huge social change - akin only to popularity of sports, which also come from games ;) the power of play mechanics)
But these not cutscene cinematics, these are the graphics of every single VIDEOgame - even if that is just images of text changing. And for me it is very interesting, that even when players realize that meaning/narrative can distract from play/mechanics they never generalize that that is also happening with the videogames they like, especially RPGs and adventure games.
Ok, that was longer than I thought... now to round up on the tangents:
I don't se any ethical value of nobility in gameplay. I can see an ethical value in their pedagogical aspects.
Of course there is ethical value in game's narratives (subjective obviously). Just like in any narrative outside of games.
Choice in dialogues is a gameplay mechanic. The textual content of each choice is what usually provides the meaning.
The choice mechanic itself may add to the narrative ressonance in that it permits the narrative to be better atuned to your strings. But this can go the other way, it permits the player to dismiss the narrative and meaning all together.
As for FPS action mechanics... I could go on for ages. A few provocations :)
Save reload mechanics detract hugely from effectiveness of what you describe.
Playing paintball or a team sport is mechanically much more faithful to the reality of acting under danger.
I'll agree with you on the frenzy though... but creating frenzy I don't consider very impressive, we had that in arcades in the 70s and 80s, and in many ways are less hardcore now.
Lastly, ideas can be expressed trough actions, and actions are defined by mechanics, and this does not mean all actions express some idea, and it does not mean that actions designed with intent to express an idea actually do.
Overall interactivity and meaning are mostly perpendicular to each other. Neither helping nor hindering each other - we often tolerate bad play for good narratives, and bad narratives for good play.
What would you say is the meaning of frenzy and a sense of danger?
Do these things have a meaning divorced from the narrative context?
What is the meaning of Robotron? Arkanoid?
Don't these have frenzy and a sense of danger expressed mechanically?
Thanks for the opportunity, as mentioned this is a topic I enjoy discussing.
This should give you a better view on any further disagreements. If you don't fal asleep meanwhile ;)