Pissing you off in installments, the monthly series “How You Got Videogames Wrong” delves beyond appearances into the slimy interior of The God’s Truth (about videogames). This month we’ll be looking at videogame culture’s heavy, though not altogether unhealthy, reliance on sin: in this case, vanity.
After two dozen hours of killing, cussing, and Old West-mythesizing, Rockstar’s Red Dead Redemption risks it all on a last-act twist:
Family life.
Oh it’s riveting stuff. You’ll scare off crows…You’ll herd cattle alongside your whiskey-addled “uncle”…You’ll even deliver empty sacks. But as the game’s final missions pile on–and boy will they pile on–you’ll come to realize the following about the player/character relationship between yourself and protagonist John Marston: how you feel about things doesn’t matter anymore. John Marston the object is gone. He’s his own John Marston now.
And if you don’t like it, well, friend, you can get the hell on…
…This is a common dilemma in storytelling, not just in videogames, but in all mediums whose narrative potency is predicated upon interaction (oh let’s not get into that again): how to make things happen that readers, players, and listeners intuitively don’t want to happen. Games, it seems to me, feel the brunt of this …
Read More from How You Got Videogames Wrong #2: The Vanity Glitch

