Since the birth of games like Snake, and Pong, video games have come a long way. Not only have graphics and level designs evolved with the development of technology, but so has the entire concept of a video game. Your goal when playing a video game used to be to score the highest amount of points, whether through eating them and escaping ghosts in Pac-Man, or by shooting the most aliens in Space Invaders; now, there's a different form of video game that is rapidly increasing in popularity. This form in question is that of a narrative-based game: this type typically comes from triple A studios who have more resources, but some indie developers have released their own as well. The most significant attributes of narrative-based games are their captivating characters and detailed level design that aligns with the characters moving from point A to B in order to achieve their goal. Their goal is presented to the player through cutscenes and clever tutorial levels where the characters, setting and conflict are introduced, and they are my favourite kind of game to play. They can be likened to films, perhaps, but I'd like to argue that they function as literature in their own way. Much like literature in its typical novel form, narrative-based games have a message that they often communicate to their audience. A novel is usually classed as literature if it gives a significant insight into the human condition, or if it contains a criticism of society, most commonly found in dystopian literature.
Unlike your typical form of literature, such as a book, there are higher stakes for you as a player during a video game: you are controlling the character yourself, their experiences are shared with you to such an extent that they may be an extension of yourself by the time you complete the game. It's easy to see how this is already working in the industry through an analysis of games such as The Last of Us. As dystopia often does, this game has its own unique take on how humans act when the rules of society are rendered useless as a virus hits America and infects its citizens. Its message has undertones of hope and love that shine through the plot as the main characters begin as strangers and end as family, emphasising humanity's resolve, but also how for some, the apocalypse corrupts them.
By the end of the game, you have made certain choices as Joel and -- without spoiling the rest of the game -- you understand his perspective, and so even though the game pushes the character through its carefully constructed plot, you are so intertwined with his thoughts that you may as well have made those choices yourself. Its sequel has contrasting themes -- a take on the revenge drama, which ultimately ends in a way that is hopeless for some, but gives closure for others. The idea of conflicting opinions and themes also commonly appears in discussions about literature -- don't you remember debating interpretations of your GCSE or A-Level set texts in English class? Providing an insight into human nature once again, The Last of Us series functions in a way that leaves you with a conclusion to chew on, a feeling that you're now a slightly different person than you were before you started playing. Isn't that the same feeling that categorises a novel as good literature?
A further example is Detroit: Become Human. A relevant narrative in the modern day of developing AI, Detroit posits the question of whether human rights can apply to AI. Today, people online joke about saying 'please' and 'thank you' to ChatGPT, but what if that suddenly became our reality? Detroit: Become Human is set in futuristic Detroit, where Androids -- humanoid robots equipped with advanced AI -- are becoming more prevalent in our society. They are sold in shops like the latest Apple product, advertised as housemaids or expendable members of the police force as their programming can be replicated and they are essentially resurrected. The player makes decisions as three of these Androids, each with radically different stories -- one as a member of the police, one helping a child escape from an abusive parent, and the other campaigning for Android rights in response to experiencing the way humans mistreat Androids as they are not perceived as human. The latter two Androids have broken away from their obedient, emotionless programming and have learned critical thinking: they are sentient. This game presents such an interesting set of dilemmas for the player. and highlights the unique way that a game can function as literature, given the extra layer of a human playing as Androids who are at odds with humans within the game. A novel lacks this extra layer, even if the protagonist of a book as an Android -- within the game, the player can make complex choices, but is merely a spectator while reading. It is this element of choice-making and experiencing first hand all of the emotions of the characters -- and crucially, the ending that changes -- that makes games the ultimate form of immersive literature.
Additionally, games are developing more realistic graphics year by year, where a character's expression becomes more detailed, to each line within their face; emotions become easier to decipher and read with each new game. Levels are growing in size, detail, and problem solving, which only serves to increase the immersion as developers anticipate ever choice that a player could make, and then create mechanics to facilitate that. Soundtracks and even effects serve to heighten emotional cutscenes or increase the tension within the game -- if the music suddenly changes while you're walking around, you know that you're in trouble. This intelligently replicates what the character must be feeling within the level, and is perhaps an easier way for some people to empathise with them if they don't read as often.
Games are an underrated form of media that are not only there to entertain, but can provide people with moments of dread, happiness, and even addictive frustration. They can lead us to think of humans in a different light with the right narrative, as we connect with multitudes of characters emotionally as we experience parts of their lives. As interactive novels, they have a unique way of prompting empathy within us, shining a light on the human condition within imagined worlds with varying stakes.