It has been said that a culture defines itself by the stories it tells. I was reminded of this last night as I started to watch The Power of Myth, the miniseries from 1988, now on streaming Netflix, in which Bill Moyers interviews Joseph Campbell.
Campbell, who wrote many influential books including “The Hero with a Thousand Faces,” discusses his theories about the journey of the archetypal hero found in the mythologies of all cultures. I’m only a bit into the first episode, and already I am hooked.
And it got me thinking again about the relationship between stories and games. Many people use stories centered on a hero’s journey as a cultural and psychological touchstone, whether that hero be Hamlet, Luke Skywalker or Elizabeth Bennet.
Unlike stories, where one can only experience that journey vicariously, computer games allow the player to be the hero, directly making choices that effect the outcome. Yet in the general culture, Gordon Freeman, the Master Chief or Nathan Drake have not enjoyed the outsized recognition of, say, Huckleberry Finn or Emma Bovary or Katniss Everdeen.
One game character in particular, Lara Croft, has certainly entered the consciousness of the larger culture. Yet her outsize visibility is arguably related to the films starring Angelina Jolie, which brings us back to linear narrative.
Theoretically, a medium that allows us to walk the path of the hero’s journey for ourselves should have great power, as compared with a medium that merely asks us to watch. So why do linear narratives seem to be so much more influential than games in this regard?
Suppose we accept as a hypothesis that a culture defines itself through its versions of the hero’s journey. Why do stories of a hero’s journey seem to capture the imagination of the culture more effectively than games on the same theme?
Is this disparity simply due to the newness of the computer game as a cultural medium? And if so, should we expect this imbalance to change over time?