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Socrates (Image credit: Eric Gaba) |
We're going to skip over 2000 years of history now and go straight to the 19th century, and the philosopher Georg Wilhelm Friedrich Hegel. Georgie gave us another form of dialectics, which we (again, for obvious reasons) call Hegelian Dialectics. Like Socratic Dialogue, Hegelian Dialectics begins with a thesis and an antithesis, but it's perhaps fair to say that Hegel saw dialectics as more generative than evaluative. Rather than using the tension to test the strength of the thesis, Hegel rather saw the tension between thesis and antithesis as culminating in a process we normally call sublation (although we're talking about Hegelian Dialectics, we actually use a lot of terms where Hegel himself actually used different terms, but they basically mean the same thing). Sublation does not represent the triumph of thesis over antithesis or vice versa, but the creation of a new, third position, called the synthesis.
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G.W.F. Hegel |
So what does this have to do with videogames, and why am I writing it on a videogame blog that is especially concerned with stories?
Well, I propose that games qua games are Socratic, and stories are (often) Hegelian, and because of that, they require different methods of resolution.
If we consider a game, where the point is to win, in dialectical terms, it seems obvious to say that the player represents the role of the thesis, and that the opponent or other challenges represents the antithesis. A player wins a game by not allowing the challenges to find flaw with their playing: by not allowing the antithesis to find flaw with the thesis. (This is slightly different from Socratic Dialogue, because the antithesis is often waits for the player to come to it, but whatever. The player can only win the game by facing the antithesis' challenges.) The strength of the thesis is directly correlated to the player's playing ability.
In a story, the story tension is indeed set up by the tension between thesis and antithesis, but is resolved not by the virtues of either side, but by some change to a new position: the synthesis. If one side was inevitably going to win anyway, there is no tension. Now, yes, the protagonist often beats the antagonist in a story, but usually because of some change in the protagonist such that the protagonist is no longer playing by the thesis they presented to begin with. In this case, the protagonist doesn't so much represent the thesis as resolves the story by switching from the thesis to the synthesis. This is pretty much what we mean when we talk about a character arc: the character changes over the course of the story. Here I would say that I think the Socratic-style dialectic of the protagonist merely overcoming the antagonist's challenges without any real change is a perfectly valid story - it is, at the very least, something I would be content to call a story - but I'm not convinced it's often, if ever, a good one.
I don't want to put words in Ernest Adams' mouth, but I get the feeling that, when he talked about the disanalogies between gameplay tension and dramatic tension, this is what he was driving at, particularly when he talks about dramatic novelty and the need for change.
Likewise, with reference to when Jesper Juul talked about the distinction between immediate desires and aesthetic desires, I would propose that our immediate desires are by and large Socratic (in the sense that we want the thesis to win) while our aesthetic desires are more Hegelian (in the sense that we want an interesting resolution).
Inevitably, we're going to have to talk about Mass Effect 3's (pre-extended-cut) ending here. I don't want to get too hung up on what I think about the ending, or why people liked or hated it. The story of the trilogy is, essentially, about cycles, and specifically Hegelian cycles, so it's rather appropriate the the three ending options were the thesis (destroy the Reapers like you set out to do), the antithesis (siding with the Reapers in the hope of controlling them) and the synthesis (which was, helpfully, even called the synthesis ending). To my mind, the thesis and antithesis endings are your typical 'good' and 'bad' game endings. Like in Streets of Rage (or was it Streets of Rage 2?), where, upon meeting Mr. X, you can choose to either beat him up to get the 'good' ending, or join him to get the 'bad' ending. This is complicated a little bit by the fact that the 'good' ending in Mass Effect 3 was portrayed as a Renegade choice, while the 'bad' ending was portrayed as a Paragon choice, but let's discuss that later. Then you have the synthesis ending, where the story is resolved by some change, as stories, as we've established, usually are.
In summary, a win in a game often means the triumph of the thesis, while a resolution in a story often means replacement of the thesis with the synthesis. One of the great challenges for narrative-heavy games is reconciling the two. A good place to start might be Raph Koster's idea that Narrative is not a Game Mechanic.