Heh... I got the entire
Buffy and
Angel DVD box sets this past Christmas (finally got to use those old VHS tapes for something else), and just got to the episode in Season 5 where Spike first realizes he has a crush on Buffy, so that mention really struck a chord. Right as rain about the "angry self-destruction" remark (did I mention I'm a total Whedon fanboy enough times today yet?). But anyway...
Cheeze_Pavilion said:
As in so many other games over the years, from King's Quest to KOTOR, the relationships were an exact calculus of button-pushing - "if I click this, then this, then this, she'll take off her Star Trek costume!" Not that I didn't click. It's sex with a blue-skinned alien. Normally takes $50 worth of paint and a Real Doll to get that far.
I've always felt that games do combat so well because combat *is* about button-pushing. Our controllers over the years have even morphed to include triggers. Guns have always been center stage because gun combat translates so well to controllers, while something like swordplay doesn't. And as soon as a controller *does* look like it can do swordplay--the Wii--immediately everyone started thinking about Lightsabers.
Exactly, that's why conversation in games is limited. Combat is about button pushing, but conversation is not. Now, in an effort to resist the temptation to go into the whole "this is why women are better at it because men were trained for combat" minefield, I'll just remind everyone about processing limits and all that stuff.
This is the same debate, if you recall, that raged between Razzle Bathbone and Seldon (and me) in one of the endless "JRPGs vs. WRPGs" arguments that have been plaguing us since Yahtzee's
Mass Effect review. Razzle complained that JRPGs were too linear and scripted, and Seldon and I said that we'd prefer either the entire thing to be scripted or the entire thing to be unscripted and organically grown.
And as of right now, our gaming software just isn't powerful enough to handle that. We can't create an artificial GM, and until we do, there will be no substitute for the pen & paper RPGs played with real-life friends.
It's the same thing with dating. For the moment, all we can do is the simple dialogue trees and scripted sequences, we can't do more than that because games, for the moment, can't handle an organic storyline.
The alternative is to create a linear storyline with a lot of drama and interesting events scripted and ready to follow... and get trashed for making the game too linear and with too many cutscenes. I believe you mentioned not wanting to make games similar to movies?
But I do hear you. Granted, I personally hate seeing "realistic" relationships in fiction (because that's what real life is for), but I understand the appeal. Keep in mind, however, that gaming is still a relatively new approach. For the first several decades of the motion picture industry (which got started way back in the 1890s), no filmmaker ever dreamed of depicting any "realistic" drama onscreen. This was partially because of the tech limitations, but it was also because movies were considered a very "escapist" (hardee har) medium (ever seen the movie
Sullivan's Travels? I highly recommend it, partially just because it's a great movie but also because it really illustrates the rationale behind this method). The first notion of "drama" in movies didn't come along until well into the sound era. The twenties were called the "laughing twenties" because that was the period of comedy, and not just in Hollywood. A lot of Japanese dramatists started out making silent comedies. Yasujiro Ozu, who would go on to direct some of the most depressing movies I've ever seen ("great art," of course) started out making some of the funniest silent shorts ever to grace the art-house theatre in Madison, and I kind of forgot where I was going with this...
Oh yes, I meant that gaming is still a young medium. Full of dumb show and hungry for attention. In time, who knows, it just might come true. As soon as we make computers that can truly handle an artificial GM engine, video gaming might just become the most profound, touching, thought-provoking art medium the world has ever known. In the meantime, we're still in the Laughing Twenties.