Charlie Brooker is a bit of a hero of mine, he's a bit like Yahtzee except he knows what punctuation is. He's prepared to attack and praise in equal measure, and manages to take a surprisingly fair handed look at videogames. It's the sort of thing you could show to someone who had no idea what a videogame was and they could probably walk away with an up-to-date understanding of what the fuck is going on. Here's a clip:
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I watched and found it both interesting and entertaining, so I recommend you take a peek. Full BBCiPlayer episode is here.
The most striking part however was an interview with Graham Linehan, who cut straight to the heart of what is arguable one of the most important issues in gaming:
Which hit me pretty hard. The appeal of games like Vice City seems to rely entirely on the player's understanding of pop-culture and film reference. I don't know exactly how much my enjoyment of the game would have varied if I hadn't seen Scarface, but a lot of the goofy nod's in it's direction would have been completely unappreciated."What's fascinating about games is that everything is getting better, apart from the storytelling.
"I have a theory. I think a lot of writers, not only in games but also in films, have stopped reading books. They are just watching films. Vice City to me is a really good example of a game written by someone who's only experience of what they are writing about is through film. The only thing that will give a game world and a story a bit of texture and depth is research, and by research I don't mean watching Scarface 20 times."
Storytelling in Videogames really does suck. A film of a book is fairly restrictive because it has a time issue of literally not being able to fit in every minute detail whilst keeping the audience entertained. A game has a lot more space to expand and explore different issues and perspectives - yet games are continually treated as though they are films. Which is why you get 10 hours of straight up action-sequences, and the minute story is restricted to cut-scenes and quicktime events.
In retrospect, that's kind of pathetic.
I'm not asking for a masterpiece. Pride and Prejudice would make a shit videogame. But the idea of actually learning a unique style, evolving interactivity with something meaningful, is a world that is yet to be properly explored. Weirdly, Call Of Duty 4 is probably the best example of a game which manages to involve the player directly and creates empathy that is often a driving force in the way the player behaves. The story is linear, but is well written enough that it doesn't actually appear linear. You push yourself forward instead of being pushed.
If you get a chance, watch the video. It's really good.
Thanks For Reading
Love Sweep
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