I've written before about the idea that, in order for a game to tell its story well, it must do so in the most interactive way possible. I don't agree with that. If you want to know why, feel free to read the article. Essentially, outside of the extreme danger of the idea that a medium must take advantage of its uniqueness in order to be good, there is an inherent connection between the player and their characters in a game that takes place regardless of any special interactive tricks or even story. And the best example I've seen so far is the first Final Fantasy.
| Yes, this Final Fantasy. |
The reason for this is because the game lets you choose which classes you have and what they are all named. You could have a party made of four black mages if you wanted, and name them Harry Potter, Gandalf, Luke Skywalker, and Twilight Sparkle to live out your magic crossover fanfiction fantasies. That would be stupid and you would die a lot, but you could do it. Point is, by allowing the player to choose the characters like this, Square gave up the ability to ascribe particular personalities to them, and as a result the characters themselves are simply a vessel for the player's interaction with the game world rather than the fully-realized and complex characters of later Final Fantasy games.
But you know what interested me most about Final Fantasy? I loved the characters anyway. Those four warriors of light endeared themselves to me in a way that no other game has; perhaps not as intensely as the more fleshed-out characters of other games, but still in a way that none of those characters have.
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| Especially this one. Freaking Cait Sith. |
And yet I cared about the characters. Why? Simply because they were mine. These were four warriors that I had chosen and named, that I had essentially created. I chose their identities, and I led them into battle. My characters succeeded based on my direction and skill, and they failed when I did. They grew and leveled up, becoming more and more powerful because I led them to. When they were upgraded to their more powerful forms by Bahamut, my heart lept, and whenever they were killed in battle, it sank. In other games I cared when the story put the characters in peril, but in this one I cared about my own actions and its effects on my characters in the context of basic gameplay. It is far from my favorite Final Fantasy game, but to this day it is still the only one in which I level-ground all my characters up to level 99, because I simply cared to see them succeed.
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| And this guy? Hardcore in the higher levels. |
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| You can get quite attached to your family in Fable II, and this man sure punches you in the gut for it. |
The thing to take from this is that, if games like the first Final Fantasy have anything to say about the storytelling power of video games, it's that interactivity doesn't have to be utilized in full to be effective. The very existence of interactivity in the context of a story connects the player to the characters in a way non-interactive mediums never could. As much as it is necessary and encouraged for this medium to find new and exciting ways to use this incredible storytelling tool, we must keep in mind that the very presence of it is enough to tell stories in ways we've never even dreamed.
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