But let me explain why video games are better. The primary reason is because of the number and variety of tools that each medium has at its disposal; in other words, what can you do with it. Books can tell a story (or display information) in plain text and static images. Film increases this potential by having motion and sound, but comes at the expense of always moving at the same speed (you can't "speed read" a movie) and typically being shorter than a book in length (though this isn't the case with TV series). Video games add interactivity into the mix, and this one addition increases the potential for greatness even more than images, motion, and audio do.
Interactivity lets you influence the story, or even if the story doesn't change, you can be the main character and experience the story in that new, immersive way. When you actually have to overcome the challenges along with your character, the potential for emotional connection to that character and catharsis at the end can be much greater than simply watching or reading about the character experiencing his or her story. Interactivity also regains the ability to go at your own pace, which movies lack. Games can also be long, like books, or even longer since they aren't limited by physical size; rather than carrying around a huge tome, you can have the whole thing digitally on a small handheld system, computer, or home console (though of course digital copies of books are now mainstream as well).
The skits in the Tales series are optional, but often help to develop the characters in interesting ways. |
But what if you don't want to play along and just want the story? While I personally think you'd be missing out by taking away much of the interactivity, I think that someone like my mom would much rather just watch the story unfold without needing to do much to push it along. If you are such a person, then you're in luck, because games have the potential to do that as well. In fact, the reason games are better than books is because games can effectively be books and can use as little or as much of the other innovations they have at their disposal as the designer/author wants. Take a look at text adventures for example.
Zork, one of the most famous text adventure games. |
Visual novels like 9 Hours, 9 Persons, 9 Doors, blur the line between game and book. |