Video Games and Human Values Initiative
A new kind of conversation about games in culture
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And that may be where the two forms diverge for me. To a certain extent, the bard's audience was at his whim. He could take the audience wherever he wanted to take them, show them whatever he chose to show them. He could tailor a performance to his specific audience, and the best could probably read their particular audience's reactions during a performance and alter their own performances accordingly, but still the bard was the ringmaster (for lack of a better term), and as I understand it, the audience was still just an audience.
In the gaming world, it appears as though the gamer plays both roles; that of bard and audience.
This may be preferable to the individual who wants to explore all the realms of the fictional landscape, but does it benefit the story at all? In acting out a narrative of our own creating, albeit within a composer's framework, are we short-changing ourselves out of the greater story? If a morality tale is what these epics truly were in their day, would they have been as effective if the audience watching could just "fastforward" to the next battle?
I'm thinking that the games' composers may be the true bards here, and that gamers are just the audience members. We may be experienced or inexperienced audience members, exploring every nook and crannie of a game, or simply wandering in and out focusing on the parts we like and getting right to the action, but we are still just acting out the story that's already been written for us. We aren't making any choices or following any paths that the programmers haven't already predicted. If we do, we run into dead-ends in the games, boundaries that cannot be crossed. In this sense, we become like a veteran of the bards who may wish over and over to learn more about a certain peripheral character or event in a story that the bard never really considered worthy of elaboration. The best bards were the ones that made their audience believe that they werre in the action, controlling it, had a stake in it. In believing that we are the story tellers in these games, are we really just afirming the fact that we are at the whim of very talented story tellers?
Donald Curtis said:And that may be where the two forms diverge for me. To a certain extent, the bard's audience was at his whim. He could take the audience wherever he wanted to take them, show them whatever he chose to show them. He could tailor a performance to his specific audience, and the best could probably read their particular audience's reactions during a performance and alter their own performances accordingly, but still the bard was the ringmaster (for lack of a better term), and as I understand it, the audience was still just an audience.
In the gaming world, it appears as though the gamer plays both roles; that of bard and audience.
I think that in what we might call the "standard model" (gamer alone with gaming device) this is absolutely correct, but I want to note briefly that that standard model is increasingly giving way to a multiple-model world, where players create stories called machinima using the stories and worlds of the games they're playing. There's a part of the Molyneux interview that has a direct bearing on this issue, and I'll try to remember to re-load the question when we get there.
This may be preferable to the individual who wants to explore all the realms of the fictional landscape, but does it benefit the story at all? In acting out a narrative of our own creating, albeit within a composer's framework, are we short-changing ourselves out of the greater story? If a morality tale is what these epics truly were in their day, would they have been as effective if the audience watching could just "fastforward" to the next battle?
I'm thinking that the games' composers may be the true bards here, and that gamers are just the audience members. We may be experienced or inexperienced audience members, exploring every nook and crannie of a game, or simply wandering in and out focusing on the parts we like and getting right to the action, but we are still just acting out the story that's already been written for us. We aren't making any choices or following any paths that the programmers haven't already predicted. If we do, we run into dead-ends in the games, boundaries that cannot be crossed. In this sense, we become like a veteran of the bards who may wish over and over to learn more about a certain peripheral character or event in a story that the bard never really considered worthy of elaboration. The best bards were the ones that made their audience believe that they werre in the action, controlling it, had a stake in it. In believing that we are the story tellers in these games, are we really just afirming the fact that we are at the whim of very talented story tellers?
I love the point about the "veterans of the bards"!
I don't think we should fool ourselves into thinking that the primary audience of the Iliad and the Odyssey was interested in the ethical dimension of the story. My students certainly aren't interested in the ethical dimension of Halo until I force them to be. They skip the cutscenes, they bypass the drama, just as an ancient Greek who wasn't a bardic aficionado would have noisily chewed his food while the bard spun a heartbreaking simile about an ancient oak falling in the mountains. We see the suitors behaving this way in the first book of the Odyssey.
And yet. . . there are others, who engage in what strikes me as most like bard-to-bard engagement, who treat the games given them by the developers as a young bard would treat the work of an older bard. And some of them go on to be developers, and the world begins again. Remember that the model isn't just the bard and the audience-it's the bards who have gone before, the bard of the occasion, and the audience of the occasion, some of whom may one day be bards themselves.
One last note--both bards and game developers seem to become very adept at filling in the story in ways that don't interrupt the flow for those who have heard/played before: when you read the homeric epics, you realize you're not actually learning very much backstory at all, but that the story is so involving that it doesn't matter, just as, really, the cutscenes in most games don't matter in the slightest, from the point of view of the "gameplay-story."
Whew. I'm far from exhausting the wealth of ideas in your comment, Donald! But I hope that's a start. :D
But one big difference I see, especially in World of Warcraft, is that the gamer's actions, choices and results are NOT determined by gods. This is not to say that there isn't magic, but rather the gamer is able, by cunning and skill, to gather the necessary implements to complete the quest. One other observation is that I do not see any elements of luck or chance in Penguins or WofW, unlike real life.
So, can we say that the demise of "gods" in video gaming reflects not the lack of "gods", rather current culture where such things are relegated to private ceremonies? But by taking out the elements of luck and chance, are we not now saying that ultimately the gamer, through experience, should be able to conquer all?
Richard
Richard Staron said:But one big difference I see, especially in World of Warcraft, is that the gamer's actions, choices and results are NOT determined by gods. This is not to say that there isn't magic, but rather the gamer is able, by cunning and skill, to gather the necessary implements to complete the quest. One other observation is that I do not see any elements of luck or chance in Penguins or WofW, unlike real life.
So, can we say that the demise of "gods" in video gaming reflects not the lack of "gods", rather current culture where such things are relegated to private ceremonies? But by taking out the elements of luck and chance, are we not now saying that ultimately the gamer, through experience, should be able to conquer all?
Richard
Are you comparing this to the Iliad and Odyssey? If so, you need to be careful because the gods in these works do not have to be considered so literally. They may in fact be personifications of ideas they represent - Athena pulling Achilles back by the hair and telling him to not react with violence in Book I may just be Achilles seeing the wisdom of holding back. As far as luck and chance in Club Penguin, try the jet pack adventure more than once. The coins and fuel and other objects are not always in the same place or same order. They are randomly generated in more or less the same place but there is an element of chance there. This element is more prevalent in more sophisticated games. It is part of what makes it impossible to play the same scene in the same game exactly the same way.
Then, of course, we could always talk about the gods versus fate in the Iliad...
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