Thursday, 17 November 2011

First draft of 1000 word report


Could Games replace books as the conventional form of storytelling?

In modern society, games are now viewed as much more than merely time-killing entertainment, as with the advance in technology, narrative driven gameplay has risen. Modern games now have beautiful and entrancing stories that make games a much more powerful and immersive experience. Games such as this include the 'Fable' series, the 'Elder scrolls' series and even games such as 'Angry Birds' have an underlying narrative driving the gameplay along. As games are so interactive with their storytelling, there is an argument that there is a possibility that they could replace books as the conventional form of storytelling.
An argument for this statement is driven by the fact that games are a much more immersive experience than books. This new type of storytelling gives the player the opportunity to create their own story through the choices they make. This makes the narrative feel more individual, whereas with books the ending and story are fixed, and the same every time you read it. Also, with the emergence of open world games such as 'Fallout', the player can create a whole new story individual to them, and find new quests and places to explore. With open world games, the possibilities are endless, with the player always finding something new to experience. The is also more opportunity for the player to bond with fictional characters in games, as with books the people are basically given to you on a plate; interpret them as you will. But with games, players can interact with lots of different people throughout a long span of time, getting to know the person virtually and becoming attached. These attachments players make to virtual characters is very prevalent in society, with fan groups and cosplayers obsessing over characters and even crying at their death! This attachment is one that is very rare to make with characters from a book, as a book is someone else’s view of that character dictated to you, whereas in a game that character is given to you, and you create your view of them from the events in the game.
The argument for this could also be linked to the use of books and games in schools and in learning. Games could be used as a unique tool for learning, as a child would rather sit and play a game rather than read a book. Children will go out of their way to complete games and challenge themselves, and with books this is the opposite. A child would be inclined to virtually talk to a historic figure and find things out about them, rather than read about it in a book, and this is another reason why games could challenge the book in terms of learning. An article by Andrew Eisen claimed that 'trial runs at high schools and college universities have yielded positive results', which is expected from children and teenagers being brought up with games, however it also claimed that 'parents and teachers have been very receptive to the idea of educational game technology', which is surprising from a generation who seem to be against the benefits of game playing. (Eisen, 2006, Will Games replace text books?) However, the cognitive values of reading a book are far too valued in society in comparison to playing games, which is why children are encouraged to read from an early age. This is why, although games can and most likely will be used as an educational tool, the use of books in schools will never be replaced due to the cognitive skills they encourage and advance.
Steven Johnsons' book, 'Everything Bad is Good for You', explores narratives in games in comparison to books, and makes the argument that 'games are not novels, and the ways in which they harbour novelistic aspirations are invariably the least interesting thing about them.' (Johnson, 2005, pg 21) This argument is true, in some cases the story in a game is the least important part of it. This also sparks the debate as to whether the narrative of a game influences people to buy it, or whether it is purely the gameplay and content. It can be said that popular RPG's such as 'Mass Effect' rely heavily on their storyline to sell games, and this is why they bring out more to continue the story, as it was popular in the first game. However, games such as 'Call of Duty' do not really have strong narratives, and players mainly buy them for their gameplay and the experience.
Steven Johnson also makes the point that reading in itself has great virtues, such as the 'mental work you have to do to process and store that information', as well invoking 'the power of imagination; reading forces you to concoct entire worlds in your head'. (Johnson, 2005, pg 22) In comparison to playing games, these virtues are unique to books, as the worlds in games are given to you, whereas in books they really completely on the imagination of the individual reading.
Reading books requires knowledge and experience, as well as a vivid imagination for a person to become engaged totally in the story, but once a person is successfully immersed in a book, they become immersed in that world completely. In comparison to a game where in some cases while playing, people switch off, as if it is second nature, and this is most prevalent in first person shooters such as war games and zombie games. Games however, have their own individual intellectual and physical advantages, which cannot be compared to books. Games 'have intellectual or cognitive virtues of their own right- different from, but comparable to, the rewards of reading.' (Johnson, 2005, pg 22) This sums up the conclusion of the question, that games have the ability to tell stories well, or in some cases better than books, but the intellectual advantages of physically reading a book are too great to ever be replaced by games.

References:

Johnson, S (2005). Everything bad is good for you. London: Penguin Group. 21-22.

Eisen, A. (2006). Will games replace text books?. Available: http://gamepolitics.livejournal.com/210133.html. Last accessed 17th


Word Count: 994

Sophie Woollard

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