Regardless
of who was reading, what they were reading, or how they were reading, Story
Time was always a standout moment during my childhood. Full of kooky characters
and jaw-dropping adventures, there was rarely a dull moment when an adult
picked up a picture book and sat at the head of the class. From my best friend’s
mom reading Seuss’ The Lorax, to our
classroom aide retelling The Giving Tree
with wild, elaborate gestures, Story Time had a certain captivating magic. Even
now, 15 odd years later, I find reading aloud to be equally entertaining. Sure,
the audience has grown up, and the subjects are a little more mature, but there’s
an odd sense of wonder that accompanies the act of storytelling that just never
gets old.
I
don’t think it’s a stretch to say that we, as readers, crave a good story—a great
narrative, complex characters, and pinches of conflict just do a soul good.
And
if the story is all that matters, why should the medium make such a difference?
Perhaps,
it doesn't.
Last
week, I mentioned that I’d like to help break the barrier between books and
video games as mortal—er, material?—enemies. By taking a look at the way
storytelling functions in video games today, I think we might just build some
common ground.
Like
an adult who reads to a classroom or a parent reading to their own child before
bed, video games—specifically those appropriate for children—can captivate a
young mind with an adventurous plot, fun characters, and relatable themes. Sly Cooper and Journey provide two great examples of how storytelling through
video games can function along the very same lines as reading aloud.
Sly Cooper:
Thieves in Time
recounts the adventures of a clever raccoon named Sly. Alongside his nerdy
sidekick Bentley and a half-ton-hippo friend named Murray, the unlikely trio
foils a plot to steal priceless artifacts from unique historical periods by
traveling through time. By controlling Sly and his friends, the player journeys
through feudal Japan, ancient Greece, the timeless Old West, and other
adventurous time frames in an effort to stop the thieving baddies from
controlling the world’s most priceless treasures. In this game, the
storytelling comes alive through the animated cut scenes and dialogue exchanged
between the cast of quirky characters. By progressing from checkpoint to checkpoint,
the player is effectively being read to through animated scenes and the press
of a button.
While
this may sound much more movie-esque than book-based, the dialogue between the
characters of this video game is largely provided through text. This allows the
player/reader to experience the story in a way that is unique to them, at their
own pace, and in their own way—much like reading aloud!
A
different form of storytelling in video games comes from GameSpot’s 2012 Game
of the Year: Journey. Hailed as a
first rate spiritual experience by Gabe Habash of Publishers Weekly, Journey is simply that. It’s a journey.
There’s no dialogue, no combat, and just one solitary objective: to get to the
top of a shining, distant mountain. And while these characteristics certainly
set it apart from the games of today, what’s truly revolutionary about Journey is the way it tells its story.
Without
any dialogue, and little-to-no back story, the storytelling aspect to this
Playstation 3 masterpiece is completely in the hands of the player. In essence,
you become the author of your own experience. For children and adults alike,
this is a profound sentiment. You are given the power to create, interpret, and
enjoy the experience in a way that is specific to you and your unique
adventure.
In
a way, the reader is the storyteller.
And that is what makes this video game so powerfully literary.
Video
games are likely to be the target of the book-lover’s wrath until time has
stopped. But with a little insight, I think the line between the two mediums
can be a little less rigid, maybe even find some common ground. Storytelling is
a powerful tool, one that’s not exclusive to books. Take some time to find an
adventure elsewhere—like a video game! You might be surprised what sort of space
they share.
Bonus! For Reference, Gabe Habash's article on Journey:
http://blogs.publishersweekly.com/blogs/PWxyz/2012/03/15/an-absolutely-beautiful-video-game-all-book-lovers-should-play/
I love this, really nice language that is helpful for reminding educators just what our role is in helping students to move forward in to-days world.
ReplyDeleteVery cool. Thanks for sharing.