Why Ebert Was Wrong
Joe Keiser at Next Generation has written an article statying why he agrees with Roger Ebert with regards to computer games being an inferior mode of storytelling. Ebert, in response to a letter from a reader, expounded on his comment, saying that:
Yours is the most civil of countless messages I have received after writing that I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.
I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
Keiser rightly refutes one of Ebert's central points by saying that authorial control in most cases is never really relinquished at all, because the portions of the game in which the player has control does not normally impact the story. Think about Halo 2's story: how you play it has no impact whatsoever. If you survive, you advance to the next level, see another cutscene, and keep playing. If you die, you respawn and try again. Halo 2's story, for the most part, can be experienced in its entirety by watching the cutscenes that bookend each level, with only a few quotes from key characters missing here or there. The major difference between such a sequence of cutscenes and a computer-generated feature such as Toy Story is the quality of the graphics, as well as the quality of the performances by voice actors. But these are specifics relating to individual works, not an inferiority inherent to a medium.
However, this refutation does not go far enough. Keiser asserts that games can preserve their ability to tell a story well by creating the illusion of choice: "A storytelling game should give the illusion of control, the idea that you can do anything, while at the same time putting the idea in the player’s mind that they want to do a specific thing."
I think this is a cop-out. This is, in fact, what most current games do. It creates the illusion that you're participating in a story while in reality you're just along for the ride, and the only choice you really have is to proceed as expected, stop playing, or die. When you play the game as the developers expected, you unfold the story as the developers wrote it. Hurray for us.
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