What if audience members could weave their unique characters and values into a narrative? By engaging the reader or player through interactivity, a story can assume a level of personal gravity and emotional proximity otherwise unattainable. Novels do not often grant their readers narrative influence, save for the rare, and often poorly written, “choose your own adventure” book, as they “portray . . . the story as a thing recounted” (Dubbelman 160). Howev...
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...shooters, such as Call of Duty or Bioshock, have better spatial awareness than those who do not play.
Although both novels and video games greatly benefit their audiences, until developers consistently produce games with high-quality narratives, novels will remain the superior storytelling medium. However, if games were developed to implement narrative tactics, then, due to their interactivity, they could offer a highly intellectual and immersive experience, which could potentially surpass that of the novel. As games expand to include poetry and lore, the bridge between playing and reading diminishes; what we are left with is a novel that we experience first hand. Like many avid readers, I often wish to inhabit the worlds of the stories that I read, be it Wonderland, Westeros, or Narnia; with developments in the video game industry, this may not be far from reality.
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