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June 28, 2010
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The concept of "videogame" has changed several times throughout the years. What a game should be, what it should do for the player, what it makes the player do, who plays them, what role it plays in the players' lives, that's all changed more than once in videogame history. But that's not the point, what I'm saying is that I only want to focus on what videogames are now, the latest "form". So, with that in mind, I've been wondering,

How is a videogame different from an `interactive movie` ?

I thought Heavy Rain was a fantastic game, but I've seen a lot of people critizicing it because it was too much like a movie. Games like Bioshock, on top of being a lot of fun, also bother to tell a great story. So I think "Bioshock is different from a movie because you shoot stuff". But isn't that the "interactive" part of interactive movie? Graphic Adventures blurred that line even more a long time ago. If collecting coins, shooting stuff, jumping on platforms is the interaction, then is there anything else that makes videogames something different?

There's also this idea that, as opposed to movies, games must necessarily be "fun". Because that's a game, right? The creators of Pathologic say that we expect all games to be fun and apply to our most basic emotions because it's a very young, undeveloped form of art; we do not ask for all movies to be fun to be brilliant. While Pathologic certainly wasn't fun, it was one of the most haunting gaming experiences I've ever had, and I know they're not the only ones that have posed this question.

I'm not trying to prove any point, I'm just thinking out loud (which is why this all read like a jumbled mess ;p ). So, what are your thoughts on this? Is "interactive movie" just a meaningless description, like calling a comic a "book with pictures"?



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:iconnathandespain:
I like games better when they represent something of an interactive movie.
But also, I enjoy the customizable aspects of some, the homely feeling you get from designing where you live in a vast world, to how you dress.
The best ones imo, are the ones that bleed through the screen, and to your life.
You pick up bits of lingo, thought patterns, views you didnt have(good ones, or provoke thought on why the odd ones arent appropriate xD ). They mean something to you as a person, and life wouldn't have been as rich without.
I suppose what Im saying is, games that enrich your life, are the most worth it, and they wont ever die. Kinda like movies.
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:iconbasakward:
Woo! Lots of different thoughts on the subject, huh? Personally I am absolutely shocked and tickled that video games have become so advanced to where now "story" is a major factor in how a game is graded. I heard a quote a while back (I don't remember from who) that I had to agree with.

"I think of video games like porn. It's a bonus if it has a good story, but that's not really why I bought it."

I think to a certain degree this is still true. Heavy Rain or Bioshock probably would get much worse marks if the "gameplay" was poor. But now, there are games out there that have poor gameplay but still manage to keep their head above water just because the story is so well done. But on the flip side, if the gameplay is AWESOME, the "story" can be as simple as "save the princess" and the game is still successful.

There are a lot of factors with video games being "interactive movies", but truth be told, they're games first, movies second. The variable is the technology. It is getting easier and cheaper to create a good looking game, so what is going to set your game apart from the rest? The answer is "a good story".
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:iconprincendymion:
I agree completely. I've even played through some truly dreadful games, like Rule of Rose, a complete pain to play, just to see how the story developed.
I don't think "save the princess" games will ever stop existing, but I think the industry is moving in a direction where even the simplest platformer has to have some sort of story and character development.
What I'm trying to imagine is what games could be. Are games moving towards being more like interactive movies? Or will they move in a completely new direction?
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:iconbasakward:
As for the future, I think it's completely is going in that direction. Of course story is really beginning to incorporate itself into video games, but now I'm really noticing how cinematography is incorporating itself. People are designing sets and the camera is being placed in a more cinematic style. Composition, rule of thirds, light and shadow, and silhouette are all being considered during gameplay. One of my favorite examples is "Shadow of the Collossus". When you are riding your horse, the camera moves to where it places the horse in either the lower left or right third of the screen and tilts to make the environment frame the characters in a dynamic composition. I haven't played it yet, but I've heard that Uncharted II is pretty much playing through an Indiana Jones movie.

Back in the day, what gave a game an edge was how good the "graphics" were. Now technology is so advanced that we're reaching a plateau in terms of "graphics" and visuals. Once we reach the point of photorealism at 60fps, we really can't go any further than that. And we are ALMOST there. I'm willing to bet we will see that in our lifetime. And when that happens, games can no longer rely on "graphics" to give them an edge. So then all we can rely on is how we use the technology. That is when artists will fully take over and games will be graded on how well the developers use the tools. In other words, games will be graded on gameplay, story, and cinematography. I'm pretty excited. :)
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:icongreenarrow:
~GreenArrow Jun 29, 2010  Hobbyist Digital Artist
I think it all falls down to the preconception imposed by both names used here: "game" and "movie" - the first one is inherently 'fun' (I would be surprised if its definition didn't have the word 'fun' in it), and the latter is too tied up in people's mind to 'just sitting there and watching funny pictures move, waiting for them to reach an end'.

So gamers feel insulted when you call a game an 'interactive movie', when all you are saying is 'you sit there and make the funny pictures move yourself so they eventually reach an end (or not)' - I guess by adding a couple more words to that definition they'd (or we'd) feel more content. Or maybe they feel threatened that it feels like their form of art is being sucked by the flicks - why not then call movies "passive videogames"? That would be a valid argument! (but then gay people would complain). To put it in the right words: "les estás tocando el culo, y no les gusta"!.

So back to the question, what 'game' characteristic would destroy the 'interactive movie' definition... mmhhhh... let's stick to definitions, based on the Cambridge Dictionary:

movie - noun
[C] mainly US for a cinema film

So - the purpose of a movie is to start in a cinema; some don't make it and go straight to TV, but that's not their intention; clearly not the intent of a videogame!

Then:
film - noun
a series of moving pictures, usually shown in a cinema or on television and often telling a story

So we don't even need a story to be a film, or a specific place to show it - just a series of moving pictures. A videogame would falls here; although you have old school text games or single screen ones with no movement at all...

I bet people won't like "interactive film" either anyways, I tried!

Back to work!
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:iconprincendymion:
Por ahi la respuesta está en que el tipo de interaccion, de integración jugador-personaje que puede conseguir un videojuego puede evocar respuestas emocionales que las películas no pueden. El tipo de identificación con la historia, por ejemplo.
En Pathologic hay que tomar decisiones dificiles todo el tiempo, elegis que tipo de persona queres ser en el juego, si haces sacrificios, donde esta tu limite moral. En Heavy Rain hay momentos similares, en donde el juego no te penaliza por tomar ciertas decisiones, si no que mas bien acepta que la diferencia va a estar en tu respuesta emocional. En las buenas peliculas ves momentos similares (se me viene a la mente el final de Seven), pero sentis la tension por estar viendo a otro tomar una decision dificil, no es realmente lo mismo.
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:icongreenarrow:
~GreenArrow Jul 1, 2010  Hobbyist Digital Artist
Buenos ejemplos tirás de juegos en los que tus acciones no se ven necesariamente influenciadas por 'sumar más puntos por volarle la cabeza a alguien' - pero digamos también que existe la impunidad de saber que es un juego, y que las decisiones que tomes no tienen porqué ser las que tomarías en la realidad - eso suma más puntos a tu argumento, te podés poner en la piel de un personaje que vos estás creando, y hacer (y sentir) cosas que en la vida real no harías (ni sentirías).

De todas maneras uno también se puede sentir identificado con algún que otro personaje peliculense - lo que no implica que tan facilmente se te pueda hacer sentir lo que el asesino a sueldo de tu peli favorita sienta - pero puede llegar a ser posible.

Bah, pfff, pensandolo mejor tenés otro extremo: The Sims (la vida mesma!) - no jugué nunca, pero creo que no tiene ningún sistema de puntos, y suporongo que debe de haber muchas amas de casa sin vida que viven a través de esto... lo que estos MMRPG les ofrece no se los puede dar una película, y no solo viene por el lado de la interacción.

Para mí hay que inventar un nuevo término que no tenga la palabra 'juego' ni 'película'.

Genial! me acabo de fijar la definición de 'video game' en el Cambridge Dictionary:

video game noun
"a game in which the player controls moving pictures on a screen by pressing buttons"

Es re-limitada!
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:iconportheiusj:
~portheiusJ Jun 28, 2010  Student Artist
Eh, thats kinda one of those things were you can take it all as lightly as possible or actually delve into it's complexity.
We could call something like Mario an "interactive movie" or a "adventure simulator", just as we could call the Mona Lisa just a portrait painting. It's when you just take something as it is that you don't really see it as it is.
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:iconprincendymion:
I think the problem is that I didnt phrase my question correctly. What I meant is: I do not think that videogames are mere interactive movies. Yet that definition is not completely wrong. Help me find what you think makes a game more than just an interactive movie. Elements that are exclusive to the genre.
I don't think "being able to choose the outcome" is it. CYOAdventure books are still books.
I do want to delve into its complexity!
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:iconportheiusj:
~portheiusJ Jun 28, 2010  Student Artist
Well, yeah, I understood that. =P
Perhaps, because not everything is scripted out, and I don't just mean by choices leading out. In movies we are just passively watching characters go through events, but in videogames we are inhabiting the characters and doing the events. In that way we become responsible for their actions, less like how a CYOA would make the character act out our slightly influential choices. [If Mario dies, nobody says that Mario died again, they died instead.]
If that makes much of a difference. Also, the game part of them, there's usually some arcade like things about videogames that can make the experience more of a game (other playable characters/cheats or "tweaks").
However, the main reason videogame can get all "interactive movie" is because it uses (but it also limited to) the same senses as movies are. Unless you are using motion controls (which would maybe borderline as touch, but is more kinesthetic so not really accountable), it's just the eyes and ears.
I would suppose a game could instill senses of accomplishment that a movie could not do though... :shrug:
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