This website is a personal hub to showcase myself, my creative works, and my professional development as a student at Ohio University's School of Media Arts & Studies. In it, you'll find many things I've studied and learned on my quest to become a professional video editor. It doesn't matter if I'm working on a team or on my own, I've proved time and time again I can finish the job with exemplary results.  

Saturday, February 1, 2014

On Interactivity

Do you believe it is possible to create a satisfactory interactive story that is not a game? Why or why not?


Video games are, in comparison to film and music, an immature medium. As Eric said in his Genres and Subtext lecture, many genres and gameplay models have yet to be discovered. The definition of a video game warps with every game released. In the early days of gaming, there was a vast emphasis on gameplay over story. Pong? Hell, it doesn’t even have a story. Other games, like Super Mario Bros. use story as a context for the world you’re playing in, as well as the motivation of the main characters. That's about it. King Koopa has captured the Princess, and it’s up to Mario and Luigi to save them. Not only that, but the King's used his Koopa magic to turn most of the Mushroom People into bricks, plants, and stones. Now, games like Bioshock Infinite have expansive stories, those that can’t be easily summarized in instruction manuals. While games of old want you to simply have fun, games of today want the gameplay to be a vehicle for the story (Not to say this wasn’t the case before. Ninja Gaiden was the first game on the Nintendo Entertainment System to have cutscenes, telling an elaborate story, for the time). Playing a game like Galatea, however, is completely different. It relies almost completely on story. Yet, it does rely on the same mechanics used by other text adventure games. You type commands into the program, which responds. This process repeats ad nauseam. Unlike most works of fiction, Galatea isn’t linear. You choose what you want to say or do. Through these choices, you can attain one of multiple endings. Despite the fact that Carolyn Handler Miller doesn’t classify it as a game, Galatea does have gaming elements, such as decision-making, multiple endings, and non-linearity.

As I discussed in my critique of The Walking Dead, so many different types of games exist that it’s harder than ever to define what a game truly is. The creator of Dys4ia describes her work as a game, but what you end up playing is an introspective experience of what it feels like to undergo hormone replacement therapy. But you interact with it, so it’s a game, right? Zork is an adventure that’s played just like Galatea. You can win, you can lose, you make choices and you have a score. So Zork is a game too, right? Really, there’s no widely accepted definition, a checklist of what makes a game. Is asking if you can make an interactive story that’s not a game the right question to ask? Just like any form of art, it is up to the artist to decide whether or not their work is a work of art. Can you make an interactive story that's not a game? There's no right answer. Just like beauty, art is in the eye of the beholder.


Dys4ia is an online Flash game that can be played here.

Galatea can be downloaded for free through this link.