Allan Schumacher wrote...
I like escapism, but for me escapism in games is status quo. Like literature, there's a split between escapism and interpretative narratives. My favourite book is Heart of Darkness, because I found it fascinating and really made me think and frankly, I think made me mature and become a better person.
Interpretive stories in games are rarer, which innately makes them novel for me and it's the type of thing that gets me excited for a game because it's novel. I feel oversaturation with escapism, so while I can still enjoy it, I like it when a game can make me think/reflect. If the majority of game narratives were interpretive, I'd predict a preference for just making a game more escapist.
I may have biases because I'm a pretty prolific gamer and play a lot of games. If you're someone that ONLY plays BioWare games (or at least games similar), then we're coming at this from different contexts.
This is a good point. I tend to play only two genres of game: character-centred RPGs like Bioware's (and CD Projekt's and Obsidian's) and strategy games like Civilization. (If anyone else like fantasy RPGs and Civ IV, btw,
try this.) If someone like me still wants an element of escapism from gaming, maybe I should learn to have broader tastes. Not all games have to be escapist. There are plenty others out there if the hunger for escapism needs to be satisfied. It's just that I think most studios don't pay as much attention to good writing as Bioware and I'm not sure how satisfied I'd really feel playing their games.
Maybe that's part of the "catch 22"? Bioware are good at writing because they try to find new ways of writing, rather than just replicating the same old thing, over and over again? Some things won't always succeed, but at least they try.
Allan Schumacher wrote...
I actually think it'd be really interesting if a companion that I really like questions a decision I make at one point, and despite getting along if I make a particular choice (that I think is the best choices to make) it may be an ultimate deal breaker for my friend. How do I reconcile supporting a friend that has been with me through a lot, yet ultimately wants me to choose something that I think may not be the best decision.
I'd really like something like this. In particular, what I'd love would be for a companion to challenge my protagonist and be
right. A lot of the time, companions are given very biased perspectives and it's easy to see that their judgement is flawed on a particular topic. The PC is often given the opportunity (though not the obligation) to the be only "sane" person. Of course, it's
interesting to have flawed companions. It's human (or elven/dwarven/qunari) to be imperfect. But this has to apply to the protagonist too, and it could be that, at a time where the protagonist chooses to say something and the companion sees a very legitimate mistake, that they'd point out the problem. It's one thing to have companion and PC disagree only to bring the companion around eventually to the PC's point of view, but I would like the opposite to be able to happen as well.
To be honest, I think this actually has happened a few times already, but the opposite way of doing things is prevalent and I'd like to see more balance.
And yes, of course, being "right" is subjective when it comes to a lot of things, but I think that a character who thinks a lot about ethics might be able to offer some very useful and pointed criticism to the PC. I sometimes wonder if games that put a lot of stock in moral choices shouldn't have an ethical consultant on staff. Maybe the horrendously unfortunate implications of the endings of ME3 could have been avoided that way.