David Smith - Final Year Project

Thursday, October 12, 2006

Escapism In Video Games - EXTRACT

An extract from 'Game Design: Theory & Practice Second Edition Chapter 1 - by Richard Rouse III'

Players Want to Fantasize

"A major component of the popularity of storytelling art forms is the element of ­fantasy. Whether one considers novels, films, or comic books, many people experience these works to "get away" from their own "mundane" lives and escape to an altogether different world, one filled with characters that engage in exciting, interesting activities, travel to exotic locales, and meet other fascinating people. Certainly not all storytelling works portray exciting and glamorous protagonists, but there is certainly a large segment of works that is labeled "escapist." Some critics deride such escapist pieces of art, and indeed a lot of very good books, movies, and comics deal with more realistic settings and topics to great effect. The fact remains, however, that many people want to be transported to a world more glamorous than their own.

Computer games, then, have the potential to be an even more immersive form of escapism. In games, players get the chance to actually be someone more exciting, to control a pulp-fiction adventurer, daring swordsman, or space-opera hero. While in books or films the audience can merely watch as the characters lead exciting lives, in a well-designed computer game players will actually get the chance to live those lives themselves. Even better, these fantasy lives are not weighed down with the mundane events of life. In most games, players do not have to worry about eating, needing to get some sleep, or going to the bathroom. Thus, a game can create a fantasy life without the tedious details. And, most importantly, the level of fantasy immersion is heightened from that of other art forms because of the interactive nature of gaming.

Another part of the fantasy fulfillment element of computer games is enabling players to engage in socially unacceptable behavior in a safe environment. Many popular games have allowed players to pretend they are criminals or assassins. Driver is a good example of this. Though the back-story explains that the player character is actually playing an undercover police officer, players get to pretend they are criminals who must evade the police in elaborate car chases. There is a devilish thrill to outrunning police cars, especially for anyone who has ever been pulled over by the police. Though most players would never consider participating in car chases in real life, there's something tempting and enticing about engaging in taboo activities. The massive popular success of the Grand Theft Auto series is another testament to gamers' desire to break society's rules during gameplay. Computer games provide a good medium for players to explore sides of their personality that they keep submerged in their daily lives.

Even without the elements of excitement and glamour, even if another person's life is not actually that exciting, it can be interesting to spend time as that person. Good computer games can provide players with the otherwise unavailable opportunity to see the world through someone else's eyes. As millions of gamers can attest, it is fun to role-play and it is fun to fantasize."

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