Redefining a blockbuster

Video game storytelling will soon have the potential to surpass that of film and television

A recent New York Times article, “Red Dead Redemption 2 Is True Art,” put forth the bold claim that despite its ongoing stigma, the gaming medium has begun to artistically flourish in a manner reminiscent of peak 20th Century film and television — “The Godfather” and “The Sopranos,” just to name a few.

Author Peter Suderman even said, “The season’s best blockbuster isn’t a TV show or movie. It’s a video game.” He’s absolutely right. Video games have the potential to far surpass what other media is even capable of achieving.

As gaming companies continue to recruit more experienced writers and increase production budgets, resulting games will begin to become more indistinguishable among other forms of media.

The numbers don’t lie — this was a blockbuster in every sense of the word. As the author states, “Red Dead” earned $725 million in its opening three days — the highest grossing entertainment weekend of all time. “Avengers: Infinity War” grossed just $640 million in approximately the same time period.

Max Rothenberg | Argonaut

Other games released this, such as “Marvel’s Spider-Man” and “God of War” certainly nailed the storytelling component, but may not be as relatable to certain demographics because of their fantasy origins. In comparison, this game is a much more grounded experience.

It’s not accurate to say “Red Dead Redemption 2,” for example, is “just a video game.” It’s an experience, one that evokes just as much emotion as any classic western drama. At times the setting looks almost photorealistic, and thanks to the script apparently encompassing more than 2,000 pages of dialogue, character interactions always feel genuine and nuanced.

Released in October, “Red Dead” is the latest in a lengthy string of video games pushing the boundaries of cinematic storytelling and individual player choice.

The main protagonist is Arthur Morgan, certified cowboy and member of the Van der Linde gang. On the run from rival gangs and the Pinkerton Detective Agency,  the player has the freedom to explore a vast open world littered with towns to explore, animals to hunt and people — both helpful and harmful — to interact with.

There’s plenty of violence throughout, as would be expected of a western where even the most righteous of cowboys have questionable morals. Yet, this is exactly how games have begun to flourish.

While films are locked into one linear path — a sequence of choices the viewer cannot alter — games such as “Red Dead” give the player freedom of choice. If Arthur has to steal a wagon, is it really necessary to start a gunfight? Maybe sneaking in while the guards are asleep is a better option. And if push comes to shove, maybe disarming via a quick shot to the arm will ease the player’s conscience.

No, kids should not play M-rated games — there’s a reason the rating system exists. But it’s foolish to think of such an incredibly deep game simply as “senselessly violent” when violence at times is integral to the themes at play. And it’s even more of a disservice to label “Red Dead” in the shadow of the Westerns it drew inspiration from.

Through its lengthy 60-hour campaign, the player experiences one of the most memorable Westerns ever — a unique tale of sacrifice, consequences, friendship, morality and the tail end of the wild, wild west.

Films are locked into an approximately two-hour runtime, which is still often seen as long enough. “Red Dead’s” length is perhaps its greatest strength, as it allows the player to become so much more invested in the characters and the storytelling than would otherwise be possible. This is a story sure to span multiple weeks, perhaps even months, and in a sense this helps the characters feel more real. If I want to spend an entire day fishing or hunting for pelts, the only thing stopping me from that is my looming homework deadline.

While the overarching plot cannot drastically change, Arthur’s role can. One choice may effectively be life-changing, while another might focus on whether my Arthur is clean-shaven and in a suit or sporting an unkempt, three-foot long beard with dirty overalls and leather chaps.

No two players will have the exact same Arthur, but one thing is for certain — every player is sure to experience the greatest western ever made, and the gaming medium will only continue to improve from here on out.

Max Rothenberg can be reached at [email protected]

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