Going out of my way to not actually read any of the comments on this article, I can probably safely surmise that at least one or two people will read the description and think "Man, this game sounds like it's going to suck." They will probably use argument like "I play a game to be entertained" and "What's fun about a game where you don't defeat enemies or solve puzzles?" And, to be truthful... they would not be wrong to think that way. Allow me to explain why:
Video games have always been just that: games you play through a video projection. They started off as virtual versions of games like table tennis, or slightly more sophisticated representations of board games. Eventually, the goal of these games evolved from "Collect points" to "Save the world from aliens" or "Rescue the princess", but the essence was the same: it was still a game.
For thirty years, the general premise of a video game remained the same; accomplish a goal within certain specific parameters, win the game. From mario and zelda, to Black Isl favs like Baulders Gate and Torment, finally to more fast paced games like Halo or Call of Duty. The parameters might vary, the display might gradually improve, but a game is still a game.
The purpose of said video games have usually been the same, as well: pull the gamers in by attracting one of their stronger positive emotions, like excitement, fear or joy, and then reward their efforts with progress and, eventually, completion, thus giving the player a sense of accomplishment.
Lately, however, some designers have been trying to create games that appeal to more then simple adrenaline and accomplishment. They want to use this fascinating, wholly interactive form of entertainment to tell a story. They want to stir up love, lust, fear, sadness, anger (not frustration, like dying a lot might cause), and any number of varying emotions. They wanted to create immersion.
Many games have succeeded in this respect (many bio-ware games, for example, or arguably Valve). However, there was still one huge obstacle standing in the way; what ever life they might seem to have, these are still games. The story might be great, the immersion nearly flawless, but still the art would be broken into chunks, separated by piles of enemies or puzzles, sometimes very difficult, that the player would have to grind through in order to get back to the story. And while the game is still fun, it is also still a game, where the story is simply a progressive reward for completing the various challenges.
The other day I followed a link in an article right here on The Escapist, leading me to a short, artsy indi "game" called "Every Day the Same Dream." While this game was indeed interactive, it was anything but exciting. It wasn't fast paced, you didn't Kill any enemies, or solve any puzzles (at least, not in the traditional sense). Never once did you think "Wow, this game is awesome!" or even "huh, this game is funnish", because that wasn't the point.
In short, this "Game" wasn't really a game at all. Twas a piece of interactive art; stunning yet haunting, beautiful yet terrifying. The fact that the "player" had to directly interact with the art was one of the most interesting aspects of the piece, because unlike a motion picture, or a written story, or any form of still art, is that "Every Day the Same Dream" literally forced you into the shoes of the protagonist. By playing this "game" you were cast into the monotonous life and repetitive nature of the protagonist, forced to see world not as an impartial observer, but as the very being who would direct the course of events, thus making the art a far more personal experience then any other form of media could achieve.
In short (if it isn't already to late for that) if we study something like Heavy Rain, or Every Day the Same dream, or any of the other impending titles which seem to follow the same principle, as a "Game", then we are bound to be disappointed. That is why I suggest we rename this particular phenomena, not a game (because, in essence, it is NOT a game) but as a piece of interactive art. Hopefully, we will come to respect the individuality of this new form of media, rather then trying to place it in the same comparative category as, say, Halo, or Need for Speed, or even Dragon Age Origins.
Lets all give "Interactive art" a chance.
P.S. I suck at getting my points across in a single post, feel free to raise arguments (which you probably will anyway, as this is the internet and I am voicing an opinion
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