This can be compared to losing ourselves in the pages of a novel or being enticed by a film in a dark theatre. We’re free to indulge in the fantasy of it all. We welcome the art, the music and sound, the mechanics, etc. When we choose to play a game, we’re choosing to be active participants in the created environment. The created environment can be as simple as the office setting of The Stanley Parable or as complex as the multi-medium lore of The Elder Scrolls (more on that in a future post). My point is that what difference does it make if there’s no one around to experience the sound or the game?Īs such, video games play host to the created environments of world builders. Of course the tree would make a sound and of course the video game exists. Similar to the saying “If a tree falls in the woods and no one’s around to hear it, does it make a sound?” is the idea that “If there’s no player to experience the created environment, does the video game exist?” From a logical standpoint, the answer to both of these questions is yes. While I’m using The Stanley Parable as an example, these two focal points can apply to nearly every video game. Either way, we’re moving on! I’m going to focus on two things for the remainder of this blog post: 1) the limits of created environments and 2) the illusion of choice. The trailer above either gave you some clarity or confused you.
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