Video games, as reflections of the same supernarratives as other art forms, are subject to the same patterns. In particular, the two central heroic supernarratives (called "monomyths") are:
- Classical: a hero leaves his community, conquers some challenge, and returns to the community to lead it with his newfound strength
- American/Christian: a hero sacrificially intervenes to save a community from an evil and then leaves it
In any case, these monomyths are instantiated in narrative video games as well. Consider the following (very brief) lists:
- Classical: Gears of War, Fable 1 and 2, Mass Effect, Oblivion
- American: Bioshock, Deus Ex, Red Faction: Guerrilla, Far Cry 2
Either way, the two monomythological structures imply differing philosophical interactions with the player. American-type stories add narrative distance to the game: as the player-character is separated in some way from the community to be saved, so can we, as the players, enter the game with no previous knowledge of its world. We are playing the game so that we can save the community, with no intention of living there long-term.
Classical stories, on the other hand, integrate the player-character into a context of the story, and typically allow for a richer set of interactions with NPCs. Note that hypernarrative games are closely related to the classical monomyth; it is easier to ignore the main quest, for instance, when the character begins already integrated into the in-game community.
Throughout discussions of individual games on this blog, I will refer to these myth structures as an integral part of understanding the games' supernarrative content.
Next: Below the surface of BioShock
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