
In case you didn’t notice me opening that can of worms I said I opened at the end of my last post (I did try to sneak it in), let me put a label on it for you: “Interactvity and Narrative Freedom.” Here are the questions the worms are asking: if the gamer in this game Iliad knows he’s supposed to build the Trojan Horse, how free is he to tell his own version of the story? if Demodocus, bard of the Phaeacians, has received such a specific request from Odysseus to hear a particular story about a wooden horse, how free is Demodocus the bard to tell his own version of the story? if Odysseus wants to make himself famous enough for the Phaeacians, how free is he to request his own version of the story? if the singer singing this part of the Odyssey to some real audience in ancient Greece wants to eat tonight, how free is he to tell his own version of the story? if the lord of the house where the singer is singing wants his herdsmen to herd his goats carefully, how free is he to request from the singer his own version of the story?
Coming back to the gamer, if the game developer wants to make a million bucks, how free is he to tell his own version of the Iliad, or even of the basic story of “space soldier saves the universe and the human race” or "small-time criminal becomes big-time criminal"? How free, then, is the gamer, really? Why can’t you go to church in Grand Theft Auto?
You can tell I think these worms are fun worms to play with. They’re also very important worms, though. Here’s why: the thing about video games that everyone thinks is so new and so cool and potentially so dangerous—that interactivity leading to immersion thing we’re always talking about, and that I’d suggest makes people like Jack Thompson get mad—comes from the gamer getting to control his or her avatar in the world of the game. If that interactivity and immersion really are new—if the gamer really can build the Trojan Horse any way he wants, or even not build the Trojan Horse, while Odysseus can’t get Demodocus to sing the story of the Trojan Horse exactly as Odysseus wants but must let the story unfold the way it’s supposed to unfold—then this blog is a crock. If that stuff is new, I’m taking what’s maybe a slight resemblance and trying to blow it up into some big-but-silly argument about how gaming is really more than it seems.
So it’s a kind of make-or-break question, whether the gamer’s control over the story is real, and whether it has anything to do with older ways of telling a story, like the Odyssey’s way of telling the story of Odysseus. So figuring out some answers to the specific questions I asked above (the worms from the “Interactivity and Narrative Freedom” can) will mean that we start to understand where the comparison of video gaming to ancient epic storytelling can get us—if anywhere.
Here’s the answer, which I’ll explain more fully next time: you can’t attend Mass in GTA because (despite appearances) whatever else you do, you’re still the main character of GTA, in the world of GTA, and there are no Masses there.

5 comments:
Hi,
Saw your article in the Escapist. Interesting read. As for your question in this post: There are already multiple examples of both kinds; games that make you build that horse (any linear adventure game), and games that let you fight the entire war your way (strategy games ala Total War or Romance of the Three Kingdoms. Aside: I'd love to do that style of game with the Iliad.) I haven't finished GTA IV yet but judging from the previous ones, any true interaction is limited to how many missions you do and what order you do them in.
Jungian, thanks for the comment! You're absolutely right that there are nearly infinite ways to handle such a moment--I think the thing that fascinates me, though, is that those infinite ways end up nevertheless being bounded by flexible but unbreakable limits. That is, if the game really is Iliad, as it would be designed and played today, I think you're going to have to build the horse.
On the other hand, it's endlessly interesting to me that if that game had been produced say in 800 BCE, it's almost certain that the horse would have only been one of several possibilities for sacking the city.
This is certainly an interesting topic; if I lived anywhere near Connecticut I might be forced to audit your course!
As to a modern Iliad game being limited. I think we've lost that 'storyteller' mindset; after sitting through the Iliad in high school, where it was taught as 'holy writ', it's hard to think that Homer was a product of many sources and stories, in some of which Odysseus had the alternative solution.
I suppose that should be the paradigm that game designers need when designing an 'epic game'. Not to emulate a novel author, or screenwriter, who creates static works; but a rather a bard, or an improv comic, tailoring his story to his audience.
Maybe then the 'epic' quality that we gamers look for will emerge from the choices we make, rather than being force-fed by the plot. I think that's the key that will separate games as an art form distinct from movies, literature, etc.
Interesting article but just a minor point - there are churches in GTA, you go into them twice during the course of the game.
Thanks--I had a feeling I'd get caught there--man, I need to find time to get deeper into the game!
Am I right in thinking that you can't actually attend a church service, though? :D
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