Video Games Are Stories

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This essay was inspired by this piece by Ian Bogost in The Atlantic, the title of which reads: “Video Games are Better Without Story.” I encourage everybody to read that piece first before continuing. As always, I will be leavening the serious stuff with funny pictures. I apologize in advance.

McCloudPiece

Sorry for the bad quality; I am but a poor man with a bad scanner.

In Understanding Comics, Scott McCloud discusses (among many other topics) the aforementioned gutter. It is here, between the images, that sequential art separates itself from other media. The white space holds the imagination of the reader. It makes that person complicit in the narrative. The creator(s) has done the heavy-lifting but the burden of filling in the blanks is on the part of the person holding the book.

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Gone Home: Complicity and Subconscious Agency

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GoneHome

Spoilers ahead. Thou hath been warned.

There’s a lot to talk about in Gone Home, The Fullbright Company’s award-winning “story exploration video game.” The subversion of horror that it presents, the “is it really a game” argument, LGBT issues that it brings up, or any of the controversies surrounding it. But this is a transmedia blog, and so what I’m interested in is how the title makes use of multiple media platforms to make the player complicit in how the narrative unfolds.

Sorry for being long-winded on this one, but we’re talking about art, so I get to act all hi-falutin’.

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