Thursday, February 28, 2008

Freedom in video games

Well, I'm glad we finally got to video games, my area of expertise.
I was frustrated by Myst not only because of the slow movement and long loading times but because, as other people have mentioned, it's incredibly restrictive. In fact, in almost every way, it' s no different from yesterday's text adventure games. This game, and every other, can only give feedback for things the programmers foresaw users might want to do. So if you want to punch the professor or whoever for telling you to adjust the frequency again, you're out of luck.

Advertisements for these sorts of games will mention vast worlds and limitless choices, but in every case it's an illusion; you've got to hew to the plot. It's unfortunate, because no other medium forces its "user" to experience it in a single way, but everyone who plays a particular game will remember it in just about the same way. Frequently, it seems like the player is fighting against the game itself, not against the enemies.

I guess this sort of thing is more pronounced in games like Myst, where the player expects a certain degree of interactivity. No one's frustrated by their inability to interact with a specific object in Doom, for example, because Doom is straightforward and honest about what you can and can't do.

Dos: Shoot enemies, activate switches, pick up ammo and health.
Don'ts: Everything else.

On another note, I came across a couple of perfect examples of the "media parasitism" we've encountered and spoken about several times. Neither of these sites features original material, but each provokes a completely different reaction from the original and, in fact, from the other. And, I think it's safe to say, both are superior to the source material.

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