Over on ihobo today, the start of a brand new three-part serial about cognitive dissonance, narrative design, and the aesthetic flaws of videogames. Here's an extract from the first part:
In suggesting that an aspect of what went wrong in Bioshock was that the player lacked a choice, Hocking reveals a likely cause of his dissonance: the assumption that player choice is an essential missing link in bridging the gap between a game story and the game systems. This, I would suggest, is what might be called the scriptwriter's fallacy - that the power of a videogame story lies in the choices that are not available to a screenwriter in other media. I would counter this claim the same way I did in my blog-letter to Caroline Marchal and John Yorke, Beyond Choice in Game Narrative: that screenwriters perpetually overestimate the importance of choices, and as a consequence all too frequently offer meaningless choices that the writer has effectively pre-empted, instead of engaging with the turbulent depth of game's capacity for narrative where the player can take the story where the developer cannot hope to anticipate.