In the thread called "Explaining Inform 7" and on Emily's blog, an issue I keep bringing up, somewhat peripherally, is the idea of second- person narration which, to me, is one of the odder aspects of text- based interactive fiction.
I'd like to go over why I say that and I'd like to solicit any and all opinions if people have time.
= = = = =
The idea of interaction+story is what Emily and I had been chatting about. Now, to me, the level of interaction allowed by an author, in one sense, means that the author has to create a protagonist that the reader/player can identify with and see as distinct.
Logic creates believable motivation. Understandable motivation creates symphathetic emotion. Bam. You have a protagonist that a player/reader can care about. Understanding a character is how we identify with them; not by being told we *are* them, but by showing us how they have some similar feelings to ourselves and how they show those feelings by what they do or how they react.
However, when you say that the reader *is* the protagonist (second- person), you can't really do that. In fact, to me second-person is more mimesis-breaking than first- or third-person because I'm constantly reminded that "you" (meaning "I") feel a certain way or see a certain thing or won't do a certain thing. Well, maybe that's not true. Maybe that protagonist is nothing like me. Yeah, actually, *I* would do that, but clearly my *protagonist* won't. Okay, so I'm in dialogue with my protagonist. *That* to me is the key point of the interaction that text-based IF allows.
Instead of just vicariously stepping into the shoes of a protagonist and reading about their adventures, you get to more actively participate in helping them through those adventures. However, as in all good stories, conflict arises: the protagonist may have some tension with what you want to do. After all, they're not you. You're not them. So you can't expect everything to go just as you say. You have to explore the world with your protagonist; find not only the boundaries of your world, but the boundaries of your protagonist and what they can do, what they can't do, and what you might have to coax them to do (against their better wishes).
(It's sort of like "The Sixth Sense" for me. Cole knew what the situation with Malcolm was. Malcolm couldn't see it. Cole knew he had to direct Malcolm to the truth but he had to do so in a way that was consonant with how Malcolm thought and behaved, otherwise Malcolm would just never get there. Likewise, Malcolm had to do something similar for Cole. They were both each other's protagonist in a story that was being told and both, ultimately, had the same end goal. It's a masterful bit of storytelling, if you ask me.)
My belief is that the use of second-person has held up the development of works of text-based IF because of a failure to recognize that the "player-character" is just another character. To that end, character development doesn't get considered because, after all, you can't change the real player; they can't necessarily evolve in their thinking (or, at least, you as an author have no way of knowing if they did so). But you *can* evolve the protagonist, and take the player along for the ride as they come to interact with the protagonist and learn how to get the protagonist to do what *the player wants* and what the *protagonist needs to do* in order to get through the adventure, to reach the final goal. Likewise, the protagonist can help the player along by telling them what does and doesn't work; what will and will not be attempted; etc.
*That* sort of dialogue, to me, increases tension. Further, *that* sort of dual relationship is where text-based IF can be powerful medium for telling stories because you take the inherent interaction of a reader of a story and you ramp it up by allowing the reader to more thoroughly participate in the actions and reactions of the protagonist.
= = = = =
So, with that bit out of the way, I'd like to solicit opinions and thoughts.
(1) Do you feel second-person is more effective than first- or third- in text-based IF?
(2) If the answer to (1) above was "yes", why is that?
(3) Do you feel that first- or third- person is *not* effective in text-based IF?
(4) If the answer to (3) above was "yes", why is that?
What I'm really trying to find out is what interaction possibilities people feel second-person affords that other viewpoints do not. (Or, perhaps, what interaction possibilities do people feel that first- and third- person remove, making second-person the more viable choice.)
> In the thread called "Explaining Inform 7" and on Emily's blog, an > issue I keep bringing up, somewhat peripherally, is the idea of second- > person narration which, to me, is one of the odder aspects of text- > based interactive fiction.
> I'd like to go over why I say that and I'd like to solicit any and all > opinions if people have time.
> = = = = =
> The idea of interaction+story is what Emily and I had been chatting > about. Now, to me, the level of interaction allowed by an author, in > one sense, means that the author has to create a protagonist that the > reader/player can identify with and see as distinct.
> Logic creates believable motivation. Understandable motivation creates > symphathetic emotion. Bam. You have a protagonist that a player/reader > can care about. Understanding a character is how we identify with > them; not by being told we *are* them, but by showing us how they have > some similar feelings to ourselves and how they show those feelings by > what they do or how they react.
> However, when you say that the reader *is* the protagonist (second- > person), you can't really do that. In fact, to me second-person is > more mimesis-breaking than first- or third-person because I'm > constantly reminded that "you" (meaning "I") feel a certain way or see > a certain thing or won't do a certain thing. Well, maybe that's not > true. Maybe that protagonist is nothing like me. Yeah, actually, *I* > would do that, but clearly my *protagonist* won't. Okay, so I'm in > dialogue with my protagonist. *That* to me is the key point of the > interaction that text-based IF allows.
> Instead of just vicariously stepping into the shoes of a protagonist > and reading about their adventures, you get to more actively > participate in helping them through those adventures. However, as in > all good stories, conflict arises: the protagonist may have some > tension with what you want to do. After all, they're not you. You're > not them. So you can't expect everything to go just as you say. You > have to explore the world with your protagonist; find not only the > boundaries of your world, but the boundaries of your protagonist and > what they can do, what they can't do, and what you might have to coax > them to do (against their better wishes).
> (It's sort of like "The Sixth Sense" for me. Cole knew what the > situation with Malcolm was. Malcolm couldn't see it. Cole knew he had > to direct Malcolm to the truth but he had to do so in a way that was > consonant with how Malcolm thought and behaved, otherwise Malcolm > would just never get there. Likewise, Malcolm had to do something > similar for Cole. They were both each other's protagonist in a story > that was being told and both, ultimately, had the same end goal. It's > a masterful bit of storytelling, if you ask me.)
> My belief is that the use of second-person has held up the development > of works of text-based IF because of a failure to recognize that the > "player-character" is just another character. To that end, character > development doesn't get considered because, after all, you can't > change the real player; they can't necessarily evolve in their > thinking (or, at least, you as an author have no way of knowing if > they did so). But you *can* evolve the protagonist, and take the > player along for the ride as they come to interact with the > protagonist and learn how to get the protagonist to do what *the > player wants* and what the *protagonist needs to do* in order to get > through the adventure, to reach the final goal. Likewise, the > protagonist can help the player along by telling them what does and > doesn't work; what will and will not be attempted; etc.
> *That* sort of dialogue, to me, increases tension. Further, *that* > sort of dual relationship is where text-based IF can be powerful > medium for telling stories because you take the inherent interaction > of a reader of a story and you ramp it up by allowing the reader to > more thoroughly participate in the actions and reactions of the > protagonist.
> = = = = =
> So, with that bit out of the way, I'd like to solicit opinions and > thoughts.
> (1) Do you feel second-person is more effective than first- or third- > in text-based IF?
> (2) If the answer to (1) above was "yes", why is that?
> (3) Do you feel that first- or third- person is *not* effective in > text-based IF?
> (4) If the answer to (3) above was "yes", why is that?
> What I'm really trying to find out is what interaction possibilities > people feel second-person affords that other viewpoints do not. (Or, > perhaps, what interaction possibilities do people feel that first- and > third- person remove, making second-person the more viable choice.)
> - Jeff
I've played third-person IF. Frankly, it felt more distancing to me, as if the main character was just a puppet on a string instead of a role that I'm playing. It made it much more difficult for me to connect with the in-game avatar. I don't mind a game telling me what the PC thinks and feels, because the character isn't me, it's a role that I'm playing.
> I've played third-person IF. Frankly, it felt more distancing to me,
Okay. Now, do you feel this was because of the way the story was told or do you feel this was an inherent aspect of the third-person narration? (In other words, I'm trying to determine if you just hit a poorly written game that would have been poor regardless of narration or if this is something you've noticed in multiple third-person IF games that you've played.)
> It made it much more difficult for me to > connect with the in-game avatar.
What kind of connection did you feel was lacking? For example, compare it to a second-person text-based IF game you played. What connection did you feel you *were* getting with the second-person that you weren't with the third-person? Do you think something could have been done to enable that connection with third-person?
> I don't mind a game telling me what > the PC thinks and feels, because the character isn't me, it's a role > that I'm playing.
So, in these third-person games you played, was the game not telling you what the player-character thought and felt? Could that have been why it was distancing, rather than the fact that it was third-person narration?
Your comment, however, is interesting to me and it may be the area that I'm having my own conceptual trouble with. I don't mind when a game tells me what a player-character is feeling; I don't like it when a game tells me what *I'm* feeling. The game doesn't know. Neither does the author. And when the author assumes they do know, for me the mood is shattered. (I want to be *shown* why I should be scared on behalf of the protagonist; not told that I am scared.) That's where the conflation of the player-character and the player to me somehow rings hollow. To me, that's more distancing because it calls out the distance every time.
So that's interesting: we both come to one conclusion (distancing) but for different reasons based on the point-of-view of the narration.
There may be no ideal answer to this dilemma. Personally, I feel 2nd person is the best of the less-than-perfect options. If you go to either 1st or 3rd person, the effect is that the player is sitting outside the game world and directing a puppet. This inhibits the player's identification with the character. It creates a sort of mechanical feeling.
2nd person puts the player, at least tenuously, within the game world.
I would respectfully suggest that your problem with games telling you how you feel is at least partially a personal issue. I don't find this type of input intrusive at all, because I have no trouble understanding that the "you" being discussed isn't _me_, it's the character I'm playing.
I may or may not agree with the author that that's how the character would be feeling at that moment, but that's a very different issue.
> that I'm having my own conceptual trouble with. I don't mind when a > game tells me what a player-character is feeling; I don't like it when > a game tells me what *I'm* feeling. The game doesn't know. Neither > does the author.
I agree with this. I don't think a game should be telling the he or she should feel. But I think it is okay in a second person game if the game itself reveals how the protagonist is feeling in subtle ways. For example through the use of the surroundings, or what a npc says to him, or through a memory etc. In these situations the player can get an idea about the personality and history of the protagonist without having to feel the same way. Also, maybe the player can more easily slip into a feeling of empathy with the character. e.g. "You find yourself back in your office. How many times have you sat behind that very desk feeling as if as if life is passing you by?" To me this is like what you are saying about developing a relationship with the protagonist. I know the protagonist is not me, but I feel like I have been put into his shoes. To me this strengthens the feeling of identification and empathy with the character.
What I find more difficult is when I am told I can't do something because the character doesn't want to for varies reasons. e.g. ">get the china cup" and the response is "Mrs. Jenkins would not appreciate you interfering with her prized china collection!". This can be quite annoying, because I personally might not care that much about Mrs. Jenkins possessions (depending on the circumstances of course). But in these kinds of situations I tend to put it more down to the boundaries of the game. It does feel like a chastisement -- and I do feel like I am braver than the protagonist. But I realise I just have to be patient and use the situation as a way to better understand him.
On Jun 13, 10:57 am, Jim Aikin <midigur...@sbcglobal.net> wrote:
> There may be no ideal answer to this dilemma. Personally, I feel 2nd > person is the best of the less-than-perfect options. If you go to either > 1st or 3rd person, the effect is that the player is sitting outside the > game world and directing a puppet.
Okay, I guess I get that. But you always are outside the game world, directing a puppet. So I don't think that feeling comes about only "if you go to either 1st or 3rd person." I see your point, I just don't see how it distinguishes between any point-of-view narration.
> This inhibits the player's > identification with the character.
But there is no character. (Or is there?) The character is "you": the player. That's what I don't really get. When people say they can "identify with the character" what they mean is they can identify with ... what? Themselves? That's what second-person is asking them to do.
> 2nd person puts the player, at least tenuously, within the game world.
Okay, and this I can understand. What I can't understand though is why the feeling is that first- or third-person can't do this as well. It works for every other media that I can think of (including just about every other game format beyond text-based IF). So if this viewpoint is what people feel, and it does seem to be, I'm curious why text-based IF stands alone. Is it solely because it's a textual game realm?
> I would respectfully suggest that your problem with games telling you > how you feel is at least partially a personal issue. I don't find this > type of input intrusive at all, because I have no trouble understanding > that the "you" being discussed isn't _me_, it's the character I'm playing.
Understood. I'm not trying to suggest that I literally can't separate myself from the protagonist. I'm more talking about the writing style as it is presented. I feel the "player character" is really nothing except 'me' as a surrogate and that then puts all the emphasis on the puzzles because ... what's really going to develop? The player character is me and since the author didn't know me, they can't possibly have tried to utilize emotional or even intellectual attachment so that I actually care about the situation the player (me) finds myself in.
So I just go through the motions: pick up everything I can (because it might be useful), roam around, try a few standard ask/tell/show commands for any NPC that wanders my way, etc.
You might very well be right: the personal issue may be that I've come to a point where I appreciate writing (and storytelling) in such a way that I really can't enjoy text-based IF. And I don't say that in some sense where I'm right and others are wrong. I just mean it for what it is: maybe it's just not my cup of tea, as it were.
> I may or may not agree with the author that that's how the character > would be feeling at that moment, but that's a very different issue.
Right -- and that, to me, is part of the fun of fiction. When you try to place yourself in the role of the protagonist, you think: "Okay, if I was in that situation, with their background, what would I do?" Now in text-based IF that's exactly what you can do! Except that current text-based IF usually has you as the protagonist and then has to make up reasons why you won't do something; or it has to simply tell you how you feel, rather than showing you as a direct result of action/ reaction. Or consider protagonists that have backgrounds that prevent them from solving their problems easily. That's the whole basis of fiction writing: creating protagonists that grow into the situation. I could see this being useful in text-based IF because you, as the player, have to understand what it is about the protagonist that they need to do in order to be able to solve this game, while the protagonist themselves are (possibly) unaware. So your job, as player, is not just to solve puzzles but to come to some deeper understanding of how the player character can interact with this world in order to make his/her way through it.
Everything seems to focus on the NPCs while, to me, one of the most interesting characters could be the protagonist.
Thanks, I appreciate what you say here as it does get into some practical examples, perhaps.
On Jun 13, 11:14 am, travel2light <everything2li...@yahoo.co.uk> wrote:
> she should feel. But I think it is okay in a second person game if the > game itself reveals how the protagonist is feeling in subtle ways.
Right, and I agree. I'm just not how subtle you can be with second- person because you're not asking the player to accept that the protagonist feels this way; you're saying the player feels this way. Or, at least, you're asking them to accept it, usually without any understanding of why, except that you are told it.
Now, I know: the player, as a smart human being, knows they are not *actually* the player character and knows that they don't *actually* feel that way. I get that.
But, what I'm talking about is how the story is told, which is what you suggest when you say:
> example through the use of the surroundings, or what a npc says to > him, or through a memory etc. In these situations the player can get > an idea about the personality and history of the protagonist without > having to feel the same way.
Agreed. However, I guess for me when the protagonist is referred to in the second-person, it's more distancing to me because I'm supposed to think of the protagonist as a separate person to understand even though, really, in the game world they are me. They are just an extension of my actions, rather than as an actual being that I try to influence with my actions. No real thought is required to get "into the head" of this protagonist or to understand where they are coming from.
I don't think that's an inherent problem with second-person necessarily because I agree that better writing could draw you in, regardless of the point-of-view. That said, I think the reliance on a second-person point-of-view tends to make many authors give very little consideration to the protagonist of the story. Player = Player- Character rather than Player-Character = Blake (a guy who fears settling down to anything because he always thinks the next best thing is over the horizon; this leads him to make impulsive decisions but also arbitrary ones). With that, now if Blake refuses to do something in the game world, I can at least understand that it's a result of who he is and what makes him tick. Can that be done with second-person? Perhaps. I haven't really seen it but maybe I'm not getting it or not looking at the right works.
> slip into a feeling of empathy with the character. e.g. "You find > yourself back in your office. How many times have you sat behind that > very desk feeling as if as if life is passing you by?" To me this is > like what you are saying about developing a relationship with the > protagonist.
Okay, now if I say this:
First person: "I found myself back in my office. I can't tell you how many times I've sat behind that very desk, feeling as if life was passing me by. You ever get that? Where you feel you have to run full speed just to keep up? Well, that's how I felt in that office."
Third person: "Blake found himself back in the office. He often found himself here, sitting behind this very desk, with the sinking feeling that life was passing him by. If he sat here too long, he'd literally have to forced to take any sort of action at all."
For me, I can start getting more into a relationship with the protagonist in those two cases than with the second-person.
Clearly I'm in the minority, perhaps because of what you say here:
> I know the protagonist is not me, but I feel like I have > been put into his shoes. To me this strengthens the feeling of > identification and empathy with the character.
It's interesting because every writer in my class felt the same way I felt (and, mind, this was without prodding on my part). To wit, they all felt that they couldn't identify with the character and emphatize with them mainly because the motivations of the character (the protagonist) were just conflated with that of the player, who wanted to solve a game. There was no deeper motivation. There was no emotional background as to why the protagonist would act one way (or refuse to act another way). Thus you couldn't invest the character with meaning (or, at best, it was superficial meaning).
Now, again, I don't think that's inherent in the use of second-person; but I think the almost sole usage of second-person is what has constrained authors from thinking of the player-character as a more well-rounded character, one that might require just as much exploring as the game world.
> What I find more difficult is when I am told I can't do something > because the character doesn't want to for varies reasons. e.g. ">get > the china cup" and the response is "Mrs. Jenkins would not appreciate > you interfering with her prized china collection!". This can be quite > annoying, because I personally might not care that much about Mrs. > Jenkins possessions (depending on the circumstances of course). But in > these kinds of situations I tend to put it more down to the boundaries > of the game.
And, for me, I put it down to the boundaries of how the author *thought* about telling the story. In other words, if I'm thinking of "boundaries of the game" then the game has exposed its implementation model to me quite overtly. That, to me, is more mimesis breaking, than just about anything else, when it involves things like narrative and story structure (as opposed to things like saving a game and restoring a game).
For example, let's use what you just said. Say the protagonist is a guy who really wants to be liked my Mrs. Jenkins but, beyond that, needs information from her. So:
> GET THE CHINA CUP
I knew if I did that, Mrs. Jenkins wouldn't appreciate it. She valued her prized china collection more than just about anything. If I was going to get what I needed, I needed to make sure not to do anything to upset her. (First person)
or ...
> GET THE CHINA CUP
Blake knew that if he did that, Mrs. Jenkins wouldn't appreciate it. She valued her prized china collection more than just about anything. Blake realized that if he was going to get what he needed, he needed to make sure not to do anything to upset her. (Third person)
I could do that in second-person, of course:
> GET THE CHINA CUP
You know if you do that, Mrs. Jenkins won't appreciate it. She values her prized china collection more than just about anything. If you're going to get what you need, you need to make sure not to do anything to upset her.
I guess, for me, I just feel more connection with the "I" in first- person (if the story gradually indicates who this person is) or with "Blake" in third-person. Because in those cases, it doesn't matter what *I* feel per se. I know what I wanted the character to do, and they chose not to do it. So now I have to figure out what I know about this character in order to determine how best to get them to do what I believe they need to do. I'm working with the protagonist but, in one sense, I'm also in some cases working against them. That, I think, adds a bit more complexity to the game.
In principle, I agree with the assertion that third person is better suited to interesting character and even story development than is second person. However, I have yet to see third person implemented in IF in any way that does not feel intensely awkward and off-putting, perhaps simply because the structure of interaction with the game requires the player to give textual commands to the protagonist.
On Jun 13, 12:37 pm, Valzi <valzis...@gmail.com> wrote:
> In principle, I agree with the assertion that third person is better > suited to interesting character and even story development than is > second person. However, I have yet to see third person implemented in > IF in any way that does not feel intensely awkward and off-putting, > perhaps simply because the structure of interaction with the game > requires the player to give textual commands to the protagonist.
Okay, I can see that. So let's try an example.
(First Person)
> GO NORTH
You've gotta be kidding me? There's no way I'm going in there. Didn't you just see that thing that ran in there? Maybe there's another way.
(Third Person)
> GO NORTH
Henry paused. He couldn't imagine a worse idea than going in there, given that thing he just saw run in there. Maybe he could find another way in.
(Second Person)
> GO NORTH
You pause. You don't want to go in there because of what you just saw run in there. You could try to find another way in.
To me, I can start relating to the first- and third-person examples a lot more than the second-person. To me, the second-person definitely makes it sound like I'm playing a game ... and, granted, I am. But, in my mind, with text-based IF, I'm also reading and participating in a story.
Caveat: There is a danger here that I'm caricaturing the second-person viewpoint and I'm trying not to do that. So if it seems I'm being unfair with the examples, let me know.
Jeff Nyman wrote: > However, when you say that the reader *is* the protagonist (second- > person), you can't really do that.
But you don't necessarily say "the reader *is* the protagonist" in second-person prose. Even though Varicella tells me that I am the Palace Minister of the title, this clearly isn't true. Primo Varicella is invested with so many of his own distinctive opinions, and the game with so much his own distinctive attitude, that he is quite obviously not me, but a separate character I am interacting with during the game.
A similar case holds for many other second-person IF works. In fact, it's almost the norm in current games to assume that the player and PC are different entities. (The "Best PC" award has been running since, what, 1997?) Any game that assumes the opposite is probably being deliberately old-school.
> Okay, so I'm in > dialogue with my protagonist. *That* to me is the key point of the > interaction that text-based IF allows.
Yeah, a lot of writers have discovered this already....
> Instead of just vicariously stepping into the shoes of a protagonist > and reading about their adventures, you get to more actively > participate in helping them through those adventures. However, as in > all good stories, conflict arises: the protagonist may have some > tension with what you want to do. After all, they're not you. You're > not them. So you can't expect everything to go just as you say. You > have to explore the world with your protagonist; find not only the > boundaries of your world, but the boundaries of your protagonist and > what they can do, what they can't do, and what you might have to coax > them to do (against their better wishes).
Yeah, it's been done. Some works (e.g. Spider and Web) are more explicit about this kind of interaction, but it's present to some extent in virtually every IF work in which the PC and player are separate entities. I wouldn't be surprised if most writers either consciously try to bring about the effect you've described, or end up doing it anyway as a consequence of having a characterised PC.
> My belief is that the use of second-person has held up the development > of works of text-based IF because of a failure to recognize that the > "player-character" is just another character.
I occasionally see claims that "X has held up the development of IF", and they annoy me because - They're usually not backed up with any evidence - If you think X is holding up the development of IF, why don't you do something about it? - More often than not, the best writers already realised X was a bad idea a long time ago and abandoned it.
I don't object to your making these observations -- maybe not everyone is aware of them, and they might lead to an interesting discussion -- but presenting them as a major personal discovery that the community has "failed to recognise", when that is patently not the case, is rather tiresome.
> So, with that bit out of the way, I'd like to solicit opinions and > thoughts.
> (1) Do you feel second-person is more effective than first- or third- > in text-based IF?
It depends on the writing.
> (3) Do you feel that first- or third- person is *not* effective in > text-based IF?
It depends on the writing.
It's certainly easier to do a more strongly-characterised PC in first-person, especially if you want to give the PC strong emotions right from the off without having to evoke them in the player. It's not impossible in second-person though. I've seen good examples of both.
I've yet to see third-person IF that convinced me. But I wouldn't prescriptively rule it out, and I don't think anyone could.
Jeff Nyman wrote: > So, with that bit out of the way, I'd like to solicit opinions and > thoughts.
> (1) Do you feel second-person is more effective than first- or third- > in text-based IF?
I'd nearly go so far as to say that this question, and the following ones, are useless.
I'll grant you that much IF uses second person because that's what the authors see everyone else using; I have difficulty ascribing such a sheeplike attitude to Emily Short, say, or Zarf, people who evidently do *think* about what they're doing.
A narrative in second person demands a somewhat different skillset of the player than first or third. Second person demands a roleplayer on the other side of the keyboard, a method actor; someone *very* comfortable with static fiction, either as a reader or writer, may have more difficulty identifying with the PC than a novice or an experienced IF-er, because more is being demanded of them.
First person asks you to identify *with* the protagonist. Second asks you to identify yourself *as* the protagonist. This is not a function that audience members find themselves carrying out while experiencing any mainstream medium.
(This brings to mind the fact that Second Person - the book - has many essays devoted to "tabletop roleplaying" - Dungeons & Dragons and the like. Which are not a mainstream form of entertainment, either; am I the only one wondering if this (grokking second-person media) is a minority-personality-type thing?)
As an author of IF, choice of POV is technique. There are structural and stylistic considerations; there are different motivations for picking one or another; but really, it's no more a question of "interaction possibilities" than the choice of first or third person when writing a novel.
On Jun 13, 12:57 pm, Stephen Bond <stephenb...@ireland.com> wrote:
> I occasionally see claims that "X has held up the development of IF", > and they annoy me because > - They're usually not backed up with any evidence
A valid point. Part of what I'm trying to do here is gather the evidence. Part of that evidence is what people think and how they perceive text-based IF is most effectively done. I've played many text- based IF games. I've read many books. I've seen many films. I've played many non-text-based IF games. So big deal, right? I'm just like everyone else in that sense. But what I haven't seen (and still have not) is why text-based IF seems to predicate itself upon a convention (second-person) that virtually no other medium (related, whether peripherally or not) does.
I'm not saying second-person is wrong, per se, but it's a curious thing to me.
When I started playing around by converting some scenes from text- based games to first- and third-person, the possibilities seemed richer to me. When I converted scenes from other games (non-text-based IF) to second-person, the effect seemed as artificial as converting a chapter from a novel to second person seemed.
> I don't object to your making these observations -- maybe not > everyone is aware of them, and they might lead to an interesting > discussion -- but presenting them as a major personal discovery > that the community has "failed to recognise", when that is > patently not the case, is rather tiresome.
I get the point here. But I don't see something as "patently not the case" in perhaps the same way you do. I'm also not saying the community has "failed to recognize" this necessarily; I don't know. That's part of what I'm asking for. That said, I do have my beliefs and, you're right, I don't have a ton of evidence necessarily, except what I've come to observe. I don't treat those observations as gospel, however, hence me bringing up topics like this, so I can learn what others think and figure out where perhaps I'm not looking at things in the way that others are.
That said, you are correct in that my wording above does indicate exactly what you said. I said this: "My belief is that the use of second-person has held up the development of works of text-based IF because of a failure to recognize that the "player-character" is just another character." What I should have perhaps said is:
My belief is that the use of second-person has led to works of text- based IF that do not treat the 'player-character' as just another character, and thus don't develop that character with internal motivations or as characters that I feel I can relate to and watch develop as part of the enfolding story.
Whether that's a largely irrelevant point or not is what I'm trying to determine. Here is sort of how my thinking started to evolve: since text-based IF is largely alone in its reliance on second-person and since it's a format that survives solely via a relatively small worldwide community and since, as others have indicated numerous times, it's hard to get people interested in text-based IF if they aren't already, .... well, that's when I started looking at why that might be. Is it solely because people prefer graphics? Personally, I don't think so. Is it solely because text-based IF isn't promoted in any way? Perhaps. I don't know. Or is it, possibly, because of the kind of games that people have seen and come to associate with text- based IF (at least as a general rule)?
If that latter is the case (for the sake of argument), why might that be? What have people been presented with that might explain the lack of popularity or interest? Well, speaking only for me, the answer is I'm presented with a medium that looks a lot like a book (meaning, mostly or solely text) that has a character meeting other characters and doing things. So some expectation is set up there. The major difference is I can interact with the game more than I can with a book. But I can interact with a graphical adventure as well. So it's not just the interaction for me; it's the way the story is presented to me via that interaction. And a lot of that presentation concerns the point-of-view. And thus here I am and that's largely the reason for this thread.
On Jun 13, 1:00 pm, Lem Signwriter <signwri...@lem.signwriter.name> wrote:
> I'd nearly go so far as to say that this question, and the following > ones, are useless.
They may be. But you don't say why they're useless so I can't respond.
> A narrative in second person demands a somewhat different skillset of > the player than first or third. Second person demands a roleplayer on > the other side of the keyboard, a method actor; someone *very* > comfortable with static fiction, either as a reader or writer, may have > more difficulty identifying with the PC than a novice or an experienced > IF-er, because more is being demanded of them.
If I understand you correctly, I would actually argue that *less* is being demanded of them, mainly for the reasons I've already stated. There's no challenge (at least that I've seen) to "understanding" a second-person character. I don't have to really care about their motivations at all, nor do I have to consider them, as a person, in terms of how I think about actions and reactions. To me, it's much more demanding when I do have to consider those things; when I have to build up a picture of who this person is, then see if I can model what would most likely work, not just based on some game mechanics, but on a conflation of what I think might work and what my player character, given his/her personality and other foibles, might think. I have to not only understand the game world, but the likely way that my protagonist is going to react to this game world and what I can reasonably get them to accompish.
Granted, nothing at all says that text-based IF should do this or must do this.
And your point (regarding comfort with static fiction) may be quite valid in that of my two classes (admittedly a small subset), the writers in the group didn't like second-person; the non-writer- programmers didn't really care one way or the other. (However, I will say that my specific game programmers - and unfortunately I didn't have that many in the class - didn't like second person, but they were used to writing graphical-based adventures that don't rely on second person.)
> (This brings to mind the fact that Second Person - the book - has many > essays devoted to "tabletop roleplaying" - Dungeons & Dragons and the > like. Which are not a mainstream form of entertainment, either; am I the > only one wondering if this (grokking second-person media) is a > minority-personality-type thing?)
That's part of what I'm trying to determine. As I've stated in a few threads, text-based IF is largely (not completely) alone in terms of media that relies almost solely on the second person. That, to me, is at least an interesting thing.
Jeff Nyman wrote: > On Jun 13, 1:00 pm, Lem Signwriter <signwri...@lem.signwriter.name> > wrote:
>> I'd nearly go so far as to say that this question, and the following >> ones, are useless.
> They may be. But you don't say why they're useless so I can't respond.
My apologies - I edited the whole thing three times before posting, and never quite got it right.
Useless in exactly the sense that asking whether it's better to write a novel in first or third person is useless. The only meaningful answer begins "Well, it depends what novel you're trying to write...."
>> A narrative in second person demands a somewhat different skillset of >> the player than first or third. Second person demands a roleplayer on >> the other side of the keyboard, a method actor; someone *very* >> comfortable with static fiction, either as a reader or writer, may have >> more difficulty identifying with the PC than a novice or an experienced >> IF-er, because more is being demanded of them.
> If I understand you correctly, I would actually argue that *less* is > being demanded of them, mainly for the reasons I've already stated. > There's no challenge (at least that I've seen) to "understanding" a > second-person character.
I think you missed my point, badly expressed as it may have been. To engage with a first person narrative, you do not need to take on a role. Third person, ditto. To engage with a second person narrative, you have to, hence my reference to method acting - if you, the player, can't/won't, you're not going to get much out of it.
When you say less is being demanded of the player, I think you're talking about less in terms of reading-for-meaning; I'm saying that to engage with a work in second person, *in addition to* exercising ones' reading-for-meaning and other reading skills, one must *also* take on a role. Be an actor, in effect, as well as a reader.
"Player" is not really a good word for talking about the interactors of interactive fiction; but I avoid the word "reader" deliberately. Reading is a *subset* of the things you have to do.
> I don't have to really care about their
> motivations at all, nor do I have to consider them, as a person, in > terms of how I think about actions and reactions. To me, it's much > more demanding when I do have to consider those things when I have to > build up a picture of who this person is, then see if I can model what > would most likely work, not just based on some game mechanics, but on > a conflation of what I think might work and what my player character, > given his/her personality and other foibles, might think. I have to > not only understand the game world, but the likely way that my > protagonist is going to react to this game world and what I can > reasonably get them to accompish.
> Granted, nothing at all says that text-based IF should do this or must > do this.
And, pardon me, nothing there says (to me) that IF - in second person - can't do that.
If you're saying that most IF doesn't support reading much beyond surface meaning - that sounds more like a reader-expectation problem than an IF one. The writing in most IF parallels that in mass-market genre fiction. No, there is no depth. No, it's not literature. No, that's not because there's something intrinsically wrong with it.
No, that's not the way it *has* to be, there's room for Serious Lit IF as well. But be honest - when there are so few people interested in either producing or consuming the IF equivalent of paperback trash, the number of people interested in actually producing or consuming Serious Lit IF has got to be pretty damn small.
I'd suggest that's why you're having trouble finding any.
> And your point (regarding comfort with static fiction) may be quite > valid in that of my two classes (admittedly a small subset), the > writers in the group didn't like second-person; the non-writer- > programmers didn't really care one way or the other. (However, I will > say that my specific game programmers - and unfortunately I didn't > have that many in the class - didn't like second person, but they were > used to writing graphical-based adventures that don't rely on second > person.)
>> (This brings to mind the fact that Second Person - the book - has many >> essays devoted to "tabletop roleplaying" - Dungeons & Dragons and the >> like. Which are not a mainstream form of entertainment, either; am I the >> only one wondering if this (grokking second-person media) is a >> minority-personality-type thing?)
> That's part of what I'm trying to determine. As I've stated in a few > threads, text-based IF is largely (not completely) alone in terms of > media that relies almost solely on the second person. That, to me, is > at least an interesting thing.
To my mind, it's one of the few media that can actually support second-person narratives as anything other than stylistic experiments chiefly of interest to art critics - but yes, it's an interesting thing.
>> This inhibits the player's >> identification with the character.
> But there is no character. (Or is there?) The character is "you": the > player. That's what I don't really get. When people say they can > "identify with the character" what they mean is they can identify > with ... what? Themselves? That's what second-person is asking them to > do.
No, this is not how I view it at all. My most recent release (now in further development) has a player character who is clearly a 14-year-old girl from New York. And my upcoming IntroComp gameling has a player character who is ... well, he's not a robot, exactly, but calling him a robot doesn't distort the situation too badly.
Neither of these characters is "you," but they both have a range of emotional responses, which are described as "your" responses. In neither case would I expect the player to necessarily subscribe to or feel the emotions as his or her own.
The key concept here, I think, is empathy. As in, "Walk a mile in my shoes." Normal human beings have the ability to empathize with others -- to imagine (briefly and shallowly or in gut-wrenching, insomnia-inducing detail) what others are thinking and feeling.
When the PC is a real character, as opposed to an anonymous cave-crawler, the player is invited to have some empathy with the PC. I guess I don't see what's complicated about that. They're just pronouns, after all.
Jim Aikin wrote: > Neither of these characters is "you," but they both have a range of > emotional responses, which are described as "your" responses. In neither > case would I expect the player to necessarily subscribe to or feel the > emotions as his or her own.
> The key concept here, I think, is empathy. As in, "Walk a mile in my > shoes." Normal human beings have the ability to empathize with others -- > to imagine (briefly and shallowly or in gut-wrenching, insomnia-inducing > detail) what others are thinking and feeling.
> When the PC is a real character, as opposed to an anonymous > cave-crawler, the player is invited to have some empathy with the PC. I > guess I don't see what's complicated about that. They're just pronouns, > after all.
I think the problem is that familiarity with static fiction trains one in the assumption that if the text wants you to empathise closely with the protagonist, *that's what first person is for*.
I don't want to start caricaturing this as "second person is just like first person but with weird pronouns that put me off, so we don't need it", but this *is* coming across to me very strongly as a perceptual issue.
On Jun 13, 3:13 pm, Lem Signwriter <signwri...@lem.signwriter.name> wrote:
> My apologies - I edited the whole thing three times before posting, and > never quite got it right.
No apologies necessary. You may be quite right. I just wasn't sure how to respond.
> I think you missed my point, badly expressed as it may have been. To > engage with a first person narrative, you do not need to take on a role. > Third person, ditto.
Okay, this I can see. I agree. So, let me ask you this. In the *non*- text-based IF games that don't use second-person (for example, "Longest Journey" or "Dreamfall" or whatever you've played that you like), what do you see the player as doing, compared to that of a game using second-person?
I ask this because while you may not "take on a role", per se, I do see you as having to engage with the character. To the extent that you can do so, you are sort of taking on their role, I suppose. You are taking on the role of someone that the game presents to you. Now, granted, someone could say that you are not in fact doing so, but it seems to me a bit of a case where you could argue either way.
So, again, the question here is: for those third-person or first- person games (where, as you feel, you're not taking on a role): what are you doing?
> When you say less is being demanded of the player, I think you're > talking about less in terms of reading-for-meaning; I'm saying that to > engage with a work in second person, *in addition to* exercising ones' > reading-for-meaning and other reading skills, one must *also* take on a > role. Be an actor, in effect, as well as a reader.
Okay, yeah, I can see it. I still think it's a very limited form of "being an actor," but I definitely see where you are going with this.
> And, pardon me, nothing there says (to me) that IF - in second person - > can't do that.
I agree and in a couple of posts I did indicate that some of the problems I perceived were not something that was due solely to (or inherent in) second-person. I just have yet to see something that (to me) really brings me into the story, which I do get from other games and, of course, books and film. This isn't to say that I don't find text-based IF games with stories. But, to me, the story has always seemed largely incidental, as I hope from one puzzle point to the next.
> If you're saying that most IF doesn't support reading much beyond > surface meaning - that sounds more like a reader-expectation problem > than an IF one. The writing in most IF parallels that in mass-market > genre fiction. No, there is no depth. No, it's not literature.
I would agree (perhaps) about the literature, but that doesn't equate to lack of depth for me. There is quite a bit of "mass-market genre fiction" that, depending upon your viewpoint, can have quite a bit of depth. But, essentially, yes, what I was investigating was whether or not one of the reasons text-based IF really isn't all that popular is because of its (on the whole) apparent lack of what many other media (including other game formats) use in terms of telling a story.
I'm comfortable with second person. It's conventional, it makes sense, it works. I don't know how a newcomer to IF would react to it, though.
First person also works well, and in some cases it works even better than second-person ... it can bend the "fourth wall" in interesting ways. But to pull it off, the story has to make sense and be really involving.
Third-person doesn't really take me into the story well at all. I'm down with third person in a static fiction book, but if I'm playing a game that involves me as a major character, third person is uncomfortable and dissonant.
On Jun 13, 3:23 pm, Jim Aikin <midigur...@sbcglobal.net> wrote:
> Neither of these characters is "you," but they both have a range of > emotional responses, which are described as "your" responses. In neither > case would I expect the player to necessarily subscribe to or feel the > emotions as his or her own.
Right -- just as in a novel you don't think you are actually the protagonist nor in a film do you think you are the lead character. But the style of language certainly sets expectations about how the player (reader) views and thinks about the lead character (protagonist, player-character). The notion of how much you can realistically describe in an intelligent fashion, such as with flashbacks, reflection, introspection, and even, to an extent, dialogue, with second-person seems very limited to me. This is probably why close to zero novels, short stories, and screenplays are written in this fashion.
So maybe the issue for me is that no text-based IF I've seen really allows me to suspend my disbelief enough to forget that I keep getting told what "you" feel. It's not that I have trouble rememebering it's not me. (I hope that much is obvious.) Rather, it's just that the very nature of second-person -- *at least as I've seen it implemented* -- doesn't seem to encourage a writing style where you can effectively do many of the things that other storytelling media (including other game formats) do.
Maybe that's just me. (Clearly, in this community, it is.)
> The key concept here, I think, is empathy. As in, "Walk a mile in my > shoes." Normal human beings have the ability to empathize with others -- > to imagine (briefly and shallowly or in gut-wrenching, insomnia-inducing > detail) what others are thinking and feeling.
I agree. And I agree that second-person can be made to do this. However, I think it's often more cumbersome for it to handle this, which is, as I've stated, probably why most authors (of book and non- text games) don't utilize second-person. I suppose we could argue they're all wrong for doing so. Or we could argue that text-based IF is just too different from those other things. I haven't seen anything that really seems compelling.
The argument many seem to be going for is that second-person is more natural for the storytelling medium, at least with text-based IF. I'm trying to see upon what basis that claim is made.
I could more see the contention that the level of interactivity doesn't allow, as easily, for third- and first-person. But then, again, why is text-based IF one of the only forms of game format (that I'm aware of) that does this?
> When the PC is a real character, as opposed to an anonymous > cave-crawler, the player is invited to have some empathy with the PC. I > guess I don't see what's complicated about that. They're just pronouns, > after all.
Well, I agree, up to point. Just lacking anonymity is not enough for empathy in any form of fiction. To me, it's *how* the protagonist (player character) is "made (to seem) real." So maybe I'm not looking at the right examples of games.
Can you point me to a game where the player-character was complex enough that you could truly empathize? What I mean is a game where their motivations were supported by a backstory that indicated why they held the emotions they did and thus why that dictated what they would and would not allow to happen? My thinking is that you can't empathize if you don't understand; you can't understand if there isn't a background logic to why someone acts as they do. (You may not agree with how they act; you may feel you would do differently; but at least you can understand why they do what they do and how it's consistent with who they are.)
I personally have yet to see too many games of the text-based variety where I could empathize with the lead character in a way that I can with other forms of storytelling, including, as I've said, other game formats. (One I can say that did work for me is the lead character in "A Crimson Spring" because I could get behind his desire for revenge. The other was the lead character in "Rameses", not because I'm that way -- but because I know people who are *exactly* that way.)
> First person: "I found myself back in my office. I can't tell you how > many times I've sat behind that very desk, feeling as if life was > passing me by. You ever get that? Where you feel you have to run full > speed just to keep up? Well, that's how I felt in that office."
> Third person: "Blake found himself back in the office. He often found > himself here, sitting behind this very desk, with the sinking feeling > that life was passing him by. If he sat here too long, he'd literally > have to forced to take any sort of action at all."
The interesting possibility with the first and third person examples, as I see it, is what happens next. I think the first and third person viewpoint may help the author to think more of terms of narration. For example:
<example>
Third person: "Blake walked into the office and sat down behind his old desk. He often found himself sitting here, with the sinking feeling that life was passing him by. If he sat here too long he'd literally have to force himself to take any sort of action at all."
> stand up
"Moving over to the large shuttered window he pulled a chord to open the blinds. It was a glorious spring day and he could see his silver BMW in the parking area. This is when the thought struck him, "Why am I putting up with this anymore? There is my car -- the open road is waiting. I've needed a holiday for a long time and only now do I realise it? So what am I waiting for!"
</example>
Sorry about the poor writing (I'm pretty new to this) but I think this gets across my idea. This moves away from the traditional "person in a restricted environment" model for creating IF. For example with the usual 2nd person it would be something like:
<example>
> stand up
done.
> look through window.
You can see your BMW car outside. It is a beautiful day and the thought occurs to you how nice it would be to drive off in that beautiful machine to some far off country and forget about all of your troubles. After all it's been a long time since you even considered the possibility of going on a holiday.
</example>
Thinking about it though, the 3rd person example switches to present tense when he was expressing his thoughts, so it could be that it would be better to stick to the present tense from the start. It's not a huge change to the actual text -- but it gives more of a sense of things currently happening:
<example>
Third person: "Blake walks into the office and sits down behind his old desk. He often finds himself sitting here, with the sinking feeling that life is passing him by. If he sits here too long he'll literally have to force himself to take any sort of action at all."
> stand up
"Moving over to the large shuttered window he pulls a chord to open the blinds. It is a glorious spring day and he can see his silver BMW in the parking area. This is when the thought strikes him "why I'm I putting up with this anymore? There is my car -- the open road is waiting. I've needed a holiday for a long time and only now do I realise it? So what am I waiting for!"
</example>
Another possibility is to use a more trivial style where the character is being described as something completely isolated -- and without attempting to get inside his head at all. Maybe this would work with a very comic and not very serious type game; or more of a traditional action or puzzle based type of game:
<example>
Blake is sitting at his desk with his head in his hands whilest annoyingly rotating his chair one way and then the other.
On Jun 13, 3:43 pm, Raksab <theli...@hotmail.com> wrote:
> Third-person doesn't really take me into the story well at all. I'm > down with third person in a static fiction book, but if I'm playing a > game that involves me as a major character, third person is > uncomfortable and dissonant.
Okay, thanks for the response. You say "but if I'm playing a game that involves me *as a major character*" emphasis added. What if the game doesn't ask you to *be* the major character but just *play* the major character?
For example, do you find graphical adventures uncomfortable and dissonant (which often have you playing the major character but being referred to in the third person)?
The assumption here that everyone is going on is that because you are controlling the actions of a character, you must *be* that character. However, watching a film doesn't mean you have to *be* the lead actor. Reading a book doesn't mean you have to *be* the protagonist. And playing some other game formats doesn't require you to *be* the lead character.
So I'm curious if this conflation of "being" and "playing" (which is what others were telling me I was doing too much of) is in fact what the issue is. To wit, people said they felt I was clearly taking the "you" too seriously; it's not "you" -- it's the other guy. You're just playing him. But what you say here ("involves me as a major character") does in fact more seem to match what people think (if not what they say).
On Jun 13, 4:10 pm, travel2light <everything2li...@yahoo.co.uk> wrote:
> The interesting possibility with the first and third person examples, > as I see it, is what happens next. I think the first and third person > viewpoint may help the author to think more of terms of narration. For > example:
Largely, that's my underlying contention. You can do more with storytelling possibilities with third-person and first-person largely because how you narrate the story can change, such as with asides, reflections, introspections, flashbacks, internal monologue, etc. Does that mean you can't do those things with second-person? Of course not. You clearly can. But, equally clearly, it does have limitations, which probably explains its relatively small amount of usage just about everywhere.
Part of all my looking into this stuff was a direct result of the talks we had on this newsgroup regarding simulationism and narration. I came to the provisional conclusion that a lot of the theory that was put out there really seemed to be speaking to just a few simple aspects of how text-based IF is currently produced (at least as a standard) and the one key thing was point-of-view.
Granted, the argument could be made that second-person can handle this kind of narration. That may be. I haven't really seen it. The argument could be made that this kind of narration isn't fun for players of text-based IF. That could be, but I don't know if anyone knows that for sure.
On Jun 13, 4:05 pm, Jeff Nyman <jeffny...@gmail.com> wrote:
> On Jun 13, 3:23 pm, Jim Aikin <midigur...@sbcglobal.net> wrote:
> > Neither of these characters is "you," but they both have a range of > > emotional responses, which are described as "your" responses. In neither > > case would I expect the player to necessarily subscribe to or feel the > > emotions as his or her own.
> Right -- just as in a novel you don't think you are actually the > protagonist nor in a film do you think you are the lead character. But > the style of language certainly sets expectations about how the player > (reader) views and thinks about the lead character (protagonist, > player-character). The notion of how much you can realistically > describe in an intelligent fashion, such as with flashbacks, > reflection, introspection, and even, to an extent, dialogue, with > second-person seems very limited to me.
Ah hm. Your second-person examples have read as a bit stilted to me, which I'm willing to grant is not intentional, but which suggests that you haven't internalized the techniques involved. Most good second- person IF I've tried doesn't quite come out and say "you feel X. You feel Y." Instead, it projects that information through the description of objects and actions; it treats the protagonist's worldview as though it (the worldview content) were *part of the world* instead of part of the protagonist. I'd rewrite your 'you don't want to go that way' message something more like this:
"You get only as far as putting your hand on the door knob. Somewhere in there that *thing* is still scuttling around: all those legs, and the peat-brown carapace, and the not-having-any-head."
Reflections -- opinions about people and things, memories about past events, on-the-moment feelings -- can all be woven into descriptions.
As for flashbacks, there's no reason not to do them and make them interactive flashbacks. It's not incredibly common, but I've seen it more than once. (All Hope Abandon comes to mind, but is not the only one.) Similarly dream sequences and character day-dreams, where those things are useful.
Internal monologue -- well, as I think I suggested elsewhere, it's possible to do some of this too, either passively (by having the PC's thoughts interleaved with the action text) or actively (with THINK or REMEMBER commands that allow the player to explore the PC's feelings explicitly).
It would get rather hammy to have a character describing an internal struggle at length in second person; games like "On Optimism" that tend in this direction are fairly hard to take. But honestly I think that is not so much due to the second person usage, and more to do with the fact that long, abstract, struggling-with-self internal monologues are *usually* awkward and cornball, no matter in what person.
There are different ways to make this work, depending on medium. Here's a sweeping statement I just thought up and which may be completely wrong:
The handling emotive and subjective content differs more from medium to medium than the handling of objective realities.
But consider: the conventions of plays, musicals, and opera make it reasonable for the character to be expressing all these thoughts aloud for the audience to hear, and monologues at intense moments not infrequently take a stylized, poetic or lyrical form, where the music or the sheer beauty of the language goes some way to expressing the emotive power compactly. Movies do montages and voice-overs and strange games with color balance and focal length. In novels, characters often think concretely about memories and situations that are affecting them, or betray their mood to the reader through their actions or dialogue with other characters. IF can handle this kind of internal revelation too, but it needs to do it interactively and play to its own strengths. You *can* do a moment of indecision in IF well enough: give the player a simple timed puzzle/choice, and interject thoughts of increasing stress every turn until it's over. Another common technique, though it needs careful handling, is to show indecision by rejecting the player's first attempt to resolve a situation, and requiring him either to repeat the action or try something else. The parser stands in for the PC's inner voice, just as it does in Rameses. There are other tricks and methods, but none of the effective ones consist of presenting the player with a big wodge of text wherein the player character thinks about himself. Big wodges of text are usually a bad sign in IF, and it's all the more boring if it's a big wodge of text in which no dialogue is exchanged and no action occurs.
The larger point is, in the second person IF, the PC's thoughts and feelings are expressed in everything he looks at, everything he tries to do, every action reply; and more explicit explorations of feelings can be done interactively, if one is careful. Obviously this isn't working well enough for you to feel the same way about IF as you do about other story-based art forms, or you're not playing the right IF, or something. This is worth digging into further.
But I'm pretty sure the problem isn't simply that second person has no equivalents for the storytelling techniques you listed.
> Ah hm. Your second-person examples have read as a bit stilted to me, > which I'm willing to grant is not intentional, but which suggests that > you haven't internalized the techniques involved.
Definitely not intentional but I appreciate the comment. As far as not internalizing, you are no doubt correct. That said, I'm hoping to come to some conclusions before I do internalize too much. Once you internalize, you (sometimes) stop questioning and just accept. I'm not saying people here are doing that; I'm just saying I treat my relative "stranger value" as an asset --- for now.
> Here's a sweeping statement I just thought up and which may be > completely wrong:
> The handling emotive and subjective content differs more from medium > to medium than the handling of objective realities.
I don't know: it sounds pretty accurate to me. Now, like you said, if certain information is "project[ed] ... through the description of objects and actions" then the objective reality (the world) and the emotive and subjective content is being, in some sense, treated together, at least with second-person text-based IF. So do you feel that text-based IF does bring the two closer together than other media, at least in terms of how both aspects are handled?
> The parser stands in for the PC's inner voice, just as > it does in Rameses.
Whereas, see, I think of myself, as the player of the game, standing in for the player-character's inner voice or for a character's inner voice. Thinking of the parser forces the implementation model on the user. Granted, you can't truly escape the implementation model; I know that. But, in usability circles exposing your implementation model when you don't have to is considered a bad thing. I believe the same is true when the techniques writers of static fiction use show through above the content of their story. I believe the same is true when game authors use the underlying implementation of the game engine (even if only peripherally).
> There are other tricks and methods, but none of > the effective ones consist of presenting the player with a big wodge > of text wherein the player character thinks about himself. Big wodges > of text are usually a bad sign in IF, and it's all the more boring if > it's a big wodge of text in which no dialogue is exchanged and no > action occurs.
I agree. So the player character can't just sit there and think about themselves. So the game has to show the player character's emotional base and motivation by the actions they take. Now, the actions they take depend on the player. That seems to be a dilemma. Yet I would maintain that's where one of the true challenges for a text-based IF medium lies.
You have to provide the background for a putative protagonist that the player can come to learn about, not in some text dump, but in the constant series of actions that the protagonist does and does not take in response to player actions. It's not just a dialogue between the player character and an NPC; it's a dialogue between the player and the protagonist (and by extension, the author). In fact, text-based IF, due to the nature of its interaction model, allows this latter kind of dialogue much moreso than static fiction, at least in my opinion.
> The larger point is, in the second person IF, the PC's thoughts and > feelings are expressed in everything he looks at, everything he tries > to do, every action reply; and more explicit explorations of feelings > can be done interactively, if one is careful.
If you get a chance, can you recommend some specific games where you feel what you say here is done well (regardless of point-of-view used in the game)?
> Obviously this isn't > working well enough for you to feel the same way about IF as you do > about other story-based art forms, or you're not playing the right IF, > or something. This is worth digging into further.
I agree and I appreciate that you see it this way. I'm fully cognizant that perhaps text-based IF just isn't for me or, as you indicated earlier, I'm not internalizing the techniques that make it effective because I'm trying to make it too much like other related but different media.
> But I'm pretty sure the problem isn't simply that second person has no > equivalents for the storytelling techniques you listed.
In truth, I agree. What I was more wondering (at least ultimately) was whether or not the use of second-person tends, on average, not to encourage the type of storytelling techniques I've been bringing up. If it does (or at least doesn't discourage them), it does leave me wondering why second person is so limited in terms of those arenas in which it is applied. (Lem brought up "Dungeons and Dragons" and, of course, we're all talking about text-based IF here.)
> I don't want to start caricaturing this as "second person is just like > first person but with weird pronouns that put me off, so we don't need > it", but this *is* coming across to me very strongly as a perceptual > issue.
I think you're correct regarding the perceptual nature of what I'm bringing up.
What really drove it home for me, like I said before, was that when I presented the concept to writers (of various pedigrees) they all, to a one, had a problem with the second person viewpoint. That doesn't mean anything other than that it started me looking closer at it but, truth be told, I've had vague feelings about not liking the second person well before these classes.
Then, when I got a group of programmers, those that were specifically game programmers (and there weren't that many, admittedly) also didn't like the second person. (The non-game programmers didn't really care as much one way or the other, although first person was found to "flow" better -- vague and subjective as that is.) This just further reinforced in me that while the second-person concept may seem "natural" to those steeped in text-based IF, it's not (necessarily) seen that way to others.
I also was doing an informal setting with parents and children and there again, the second person was not found to be all that amenable, particularly in the idea of the "let's tell a story together" concept.
What may (or may not) be interesting: the parent/children group preferred third person. The writers and game programmers preferred first person.
The one commonality to all these people is that they really had no great exposure to text-based IF. Some had heard of it; some had played various example of it in the past. None of them had ever used a system like Inform or TADS or Hugo and none of them had played any of the more "modern" text-based IF.