This class has been one of the most memorable, engaging, and enlightening I have taken both in my college career and education career. From the moment I learned in my first week that I could sign up for this class, I jumped at the opportunity. Video games have been a part of my life for as long as I can remember, and taking a class on the subject seemed all but a pipedream until then. Luckily, I can now say, with complete certainty, that this class has allowed me to both explore what I already loved about games, but also look deeper into all the ways they can be viewed.
Beginning with my personal background in gaming, I have found solace in these tin boxes and flashing screens for as long as I can remember. Growing up a long way’s away from my schoolmates and bereft of any real way to make friends my age, I naturally found myself making a home in these virtual worlds. In there, I didn’t have to be regular old me. I could be a hero of time, a warrior of light, or even a false shepherd. These worlds, in letting me walk in the shoes of these characters, allowed me to learn the same lessons they learned. Whether they felt joy or sorrow, I was right there with them. Without these characters, these stories, these experiences, I would never have developed into even a fraction of the man I am today. I am who I am, not just because of my friends and family, but because of Sora, Link, Noctis, Thancred, Snake, and countless more.
Despite this deep root in gaming from my childhood, I had grown rather distant from the medium coming into this class. High school led me away from the majestic odysseys of adventurers and heroes of legend, and into the proving grounds and arenas of competitive multiplayer games. Many of these games offered characters to attach yourselves to, sure. But instead of experiencing these characters’ stories, you are presented with a crystallized version of them, far enough into their story arc to have carved an identity for themselves, but not yet far enough to have found any semblance of closure to it. I, of course, still managed to find comfort and satisfaction in these characters, but at the end of the day, their personalities were little more than flavor or justification for their in-game kits and play styles. It was not until the pandemic began that I found myself in search of that same level of escapism a single-player story could provide.
Entering this class, my primary goal was to find games that had escaped my sight over the past few years. I was excited to talk about these games too, sure, but I expected to come out of each with nothing more than a simple “yeah, that was good” and immediately move on to the next one. Edith Finch, however, saw that assumption and offered a calm “Hold My Beer.” If any game could represent the concept of a wake up call, the tragic tale of the Finch family and the near-anthological minigame format in which it is told would be it. This game shattered what I believed a video game story could be, and before I knew it, I was looking all around me in every game I played since for forms of storytelling between cutscenes. Before, I saw video game story only in the cutscenes in between the hallways, fields, and cities I had to run through to get there. Games are unique in that they are completely interactive experiences, and can be experienced at whatever pace the audience decides. It was only after I learned this that I began to lean into all of the sights, sounds, and senses that could be found in these worlds, and it only continued into the Bioshock games and Chrono Trigger. This class took worlds I had learned to live in and given me glasses for them, and I could not be more grateful for it.