machomuu
Stuck in Hot Girl Summer
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- Seen Jun 16, 2024
Hm...I think we may be on different sides of the same track, here.
Let's rear back around to Steins;Gate. The VN doesn't stop for decisions in that VN, and the actual decisions are based around the reader pushing a button or pushing nothing. Either way, you get an ending (with no game overs). It's quite similar to the Blu-Ray- but my point there wasn't exactly the interactivity (which is part of why I call it semantics later).
But that isn't really what I was getting at. I wasn't arguing the lack of choice- quite the opposite, actually. I was saying that there is choice in choosing an ending, regardless of whether you're playing a game, reading a VN, watching a movie, or reading a book, and as a result, merely having choice isn't what makes the VN a VN. It's not an inherent trait.
But to answer all of this at once, I'll just kind of go back to the very first statement of the post. At no point was I arguing what a video game was and the importance of choice in terms of what defines a game. I've been over that in the link I posted above.
The point of all of this was to deny the idea that VNs without choice aren't VNs at all, but are instead movies. Though them being called movies wasn't really all that important, that was just likening them to the same medium as the various TV media. The reason I likened them to movies (and briefly, games and books) in the way of choice was to show that they can be very, very similar, and as a result, VNs can't simply be defined by the fact that the reader has choice. Saying that would be the same as saying that Steins;Gate without choice wouldn't be a visual novel. This being in spite of the fact that it has all of the other elements of a visual novel- the notion's just silly.
But really, games weren't inherently a part of the discussion. Or, rather, they were- since there was another reason I mentioned choice. Tangent:
^ There's rambling for you
But to close this, I'll basically say that what you're saying on most of this isn't completely far off from what I actually think. Or thought when I wrote that post regarding what a game is at least. I'm not going to go into what's changed about my opinion since then, but this video makes a nice, short little tl;dr to the whole thing:
We weren't arguing the same things or even really about the same topics, which is why what counted as semantics in my point didn't count as so in your counter-y'know, different sides of the same track.
That's not quite what I was getting at there. If you put a Blu-Ray in, you come to a menu. A menu is inherently interactive, but let's disregard that and say that the movie starts playing automatically. There's still a menu, but when you put the disc in the movie just plays. But let's say you don't want the regular ending. Let's say you want the alternate ending. For that, you have to (possibly stop), navigate the menu, and pick it. In some cases, it has to be unlocked. It's interactive in a pretty similar way.I'm still confused because you said it as if the movies themselves had internal functions that changed the outcome. Having an option for video settings isn't interactive in the same way a video game is, if that's what you're trying to say.
Let's rear back around to Steins;Gate. The VN doesn't stop for decisions in that VN, and the actual decisions are based around the reader pushing a button or pushing nothing. Either way, you get an ending (with no game overs). It's quite similar to the Blu-Ray- but my point there wasn't exactly the interactivity (which is part of why I call it semantics later).
That isn't exactly what I wa- well, no, there's no real game over. Just different ends.I'll admit that I don't know much about Fate or VNs in general, but I'm going to assume that the vast majority of them have some sort of fail state, either in the form of midgame Game Overs or simply bad ends. Flowchart gameplay hardly makes for an enthralling experience, but the choice is there.
But that isn't really what I was getting at. I wasn't arguing the lack of choice- quite the opposite, actually. I was saying that there is choice in choosing an ending, regardless of whether you're playing a game, reading a VN, watching a movie, or reading a book, and as a result, merely having choice isn't what makes the VN a VN. It's not an inherent trait.
Huh? My argument was that Steins;Gate is no less of a game because of the fact that you don't have to interact with it. Hell, in this link I used it as an example.The choice is what matters though. Even if Stein;s Gate can reach the ending without any input from the player after clicking "New Game", the option of interrupting the flow of the game and giving you a choice in the outcome is what makes it a game. I hate Quick Time Events as a whole and think they're better off not existing, but that doesn't make it any less gameplay.
Rambling? Please, have you read my posts? This is concise and brief by comparison.But those are from external actions. Video games are defined by their level of interactivity within their own confines.
It's not really semantics because the in-game interaction does make the difference between a video game and a movie, and that interactive element is why many people don't consider video games art. That's not to say interactivity is inherently a good thing, because some games misuse the level of interactivity or even cut it down to a minimum in order to be seen as pretentious tripe(The Graveyard).
Anyways, even if a choice doesn't change the outcome of the game, it sometimes matters due to the message that it delivers. For an example, NieR has a decision around the middle of the game that goes as such:
A) Petrify one of the main characters in the game in order to contain a monster
B)Don't petrify her, and "get annihilated"(it's actually a But Thou Must situation)
Even if you're forced to make one decision and the rest of the game is unchanged, the choice exists to evoke an emotion. Not every choice has to matter.
Sorry if it sounds a little aimless and rambling, I have a hard time creating a proper flow when responding to a message quote by quote.
But to answer all of this at once, I'll just kind of go back to the very first statement of the post. At no point was I arguing what a video game was and the importance of choice in terms of what defines a game. I've been over that in the link I posted above.
The point of all of this was to deny the idea that VNs without choice aren't VNs at all, but are instead movies. Though them being called movies wasn't really all that important, that was just likening them to the same medium as the various TV media. The reason I likened them to movies (and briefly, games and books) in the way of choice was to show that they can be very, very similar, and as a result, VNs can't simply be defined by the fact that the reader has choice. Saying that would be the same as saying that Steins;Gate without choice wouldn't be a visual novel. This being in spite of the fact that it has all of the other elements of a visual novel- the notion's just silly.
But really, games weren't inherently a part of the discussion. Or, rather, they were- since there was another reason I mentioned choice. Tangent:
Spoiler:
Originally, this was brought up because we were talking about Telltale games (and Life is Strange, and Satoshi mentioned that VNs were choice-driven, as the choices there actually mean something, whereas the choices in Telltale games don't matter at all.
I didn't bring this up then, but what I was going to say is that, apart from many VNs having rather arbitrary player decisions, Telltale Decisions do matter. One game asserts that your actions change the story, and that's false advertisement since they don't, but it does allow you to play characters in different ways, add/remove certain characters from the story, and ultimately make your experience unique. Regardless of whether the story's the same, you can be led to different endings, different allies/enemies, different romantic partners, and different short-term situations. They have effects and they matter, and on that same note they shape your character- arguably more than a great number of other choice-based games (especially ones that boast alignment bars). The game isn't necessarily shaped by choice or the illusion of it, but you're experience is.
And that's why I bring up routes. Routes lead you to a different ending, yeah? And you make a choice that, narratively, has an effect on the story. This is why the choices aren't 1:1, if you make a choice in a route-based VN, you're choosing an ending (or making an arbitrary decision), and if you make a choice in a Telltale game or...hell, a dialogue decision in a game like Persona, you're making a decision that will likely eventually converge (which can include arbitrary ones) or have lasting effects, but you're still telling the same story. Or choosing an ending. But, put simply, looking at a single playthrough (since the illusion of choice is a major tool in Telltale and, when experienced in a single playthrough, from an individual standpoint can be synonymous with "choice"), how can someone say that, based only on how they go about things, one choice "matters" more than the other? Sure, in this one VN one action causes everyone to die while the other causes everyone to die less, but did your action have an effect on the world or did the world change to fit the story? And does it matter more or less on that merit? Similarly, in Telltale, one action saves you and kills your friend, while the other just saves you. Now, granted, the friend was going to be killed off later, but while they're alive you not only learn more about the lore, but you also gain a deeper interest in that character, so it hurts more when they die. Did that choice not matter? Because you did get something out of it. Something that would have changed your perspective or even motivation as far as the playthrough was concerned. And if so, where do we draw the line on this idea of whether choices matter or not? What does "matter" really even mean, here?
I didn't bring this up then, but what I was going to say is that, apart from many VNs having rather arbitrary player decisions, Telltale Decisions do matter. One game asserts that your actions change the story, and that's false advertisement since they don't, but it does allow you to play characters in different ways, add/remove certain characters from the story, and ultimately make your experience unique. Regardless of whether the story's the same, you can be led to different endings, different allies/enemies, different romantic partners, and different short-term situations. They have effects and they matter, and on that same note they shape your character- arguably more than a great number of other choice-based games (especially ones that boast alignment bars). The game isn't necessarily shaped by choice or the illusion of it, but you're experience is.
And that's why I bring up routes. Routes lead you to a different ending, yeah? And you make a choice that, narratively, has an effect on the story. This is why the choices aren't 1:1, if you make a choice in a route-based VN, you're choosing an ending (or making an arbitrary decision), and if you make a choice in a Telltale game or...hell, a dialogue decision in a game like Persona, you're making a decision that will likely eventually converge (which can include arbitrary ones) or have lasting effects, but you're still telling the same story. Or choosing an ending. But, put simply, looking at a single playthrough (since the illusion of choice is a major tool in Telltale and, when experienced in a single playthrough, from an individual standpoint can be synonymous with "choice"), how can someone say that, based only on how they go about things, one choice "matters" more than the other? Sure, in this one VN one action causes everyone to die while the other causes everyone to die less, but did your action have an effect on the world or did the world change to fit the story? And does it matter more or less on that merit? Similarly, in Telltale, one action saves you and kills your friend, while the other just saves you. Now, granted, the friend was going to be killed off later, but while they're alive you not only learn more about the lore, but you also gain a deeper interest in that character, so it hurts more when they die. Did that choice not matter? Because you did get something out of it. Something that would have changed your perspective or even motivation as far as the playthrough was concerned. And if so, where do we draw the line on this idea of whether choices matter or not? What does "matter" really even mean, here?
^ There's rambling for you
But to close this, I'll basically say that what you're saying on most of this isn't completely far off from what I actually think. Or thought when I wrote that post regarding what a game is at least. I'm not going to go into what's changed about my opinion since then, but this video makes a nice, short little tl;dr to the whole thing:
Spoiler:
We weren't arguing the same things or even really about the same topics, which is why what counted as semantics in my point didn't count as so in your counter-y'know, different sides of the same track.