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Video Games as a Storytelling Medium

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another thing I wrote for uni

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Storytelling has always been an important way for people to share ideas, emotions, and experiences. Throughout history, books have been one of the most popular forms of storytelling, especially classic literature, which has influenced generations of readers. Through written narratives, authors have preserved cultural values, explored complex human emotions, and reflected the societies in which they lived. In recent decades, video games have also become a powerful storytelling medium. Advances in technology have allowed developers to create narratives that rival those found in traditional literature. One of the clearest examples of this evolution is the work of Toby Fox, whose games Undertale (2015) and Deltarune (2018–present) have received widespread praise not only for their gameplay but also for their narrative complexity. Both games combine humour, emotional storytelling, memorable characters, symbolism, and philosophical themes in ways that are often compared to literary fiction. They demonstrate that video games are capable of exploring moral ambiguity, identity, free will, and the consequences of human actions with a level of sophistication traditionally associated with novels. Although books and video games tell stories in different ways, they share several similarities in how they engage audiences, develop characters, and communicate themes. However, they differ significantly in terms of audience participation, narrative structure, and the overall experience they provide.

One major similarity between books and video games is their ability to create immersive worlds and meaningful characters. Both forms of storytelling allow audiences to become emotionally invested in the events and people they encounter. Through detailed descriptions, books encourage readers to imagine settings, personalities, and conflicts. Readers must actively use their imagination to visualise the world presented by the author, which can make the experience highly personal and unique. Likewise, video games often present rich environments, complex characters, and compelling narratives that draw players into the story. Detailed graphics, realistic animations, and carefully designed worlds help create a strong sense of immersion. Undertale takes place in the Underground, a hidden world beneath the Earth's surface where monsters have lived in isolation after losing a war against humans. Although its pixel-art graphics appear simple, the game uses dialogue, music, environmental storytelling, and character interactions to create a world that feels alive and emotionally believable. Deltarune expands upon these ideas through the mysterious Dark Worlds, locations whose appearance reflects the personalities and emotions of those connected to them. These settings encourage exploration in much the same way richly described fictional locations do in literature.Moreover, both media frequently explore universal themes such as love, courage, justice, identity, and personal growth. These themes remain relevant regardless of the time period or medium in which they are presented. Undertale explores the value of empathy, forgiveness, friendship, and compassion, challenging the traditional expectation that enemies must always be defeated through violence. The game's famous slogan, "Nobody has to die," reflects its central belief that understanding others can be more meaningful than fighting them. In contrast, Deltarune places greater emphasis on identity, destiny, and the illusion of free will. Throughout the story, players are repeatedly reminded that their choices may not have as much influence as they believe, raising philosophical questions about whether individuals truly control their own lives. These ideas resemble the existential questions explored in many classic works of literature. Readers and players alike can learn valuable lessons from these stories and connect them to their own lives. Similarly, both books and video games require audiences to spend time with the narrative, allowing for deeper emotional connections than shorter forms of entertainment. As characters face challenges, make difficult decisions, and undergo personal development, audiences often become attached to them and care about the outcomes of their journeys. Characters such as Frisk, Kris, Susie, Ralsei, Sans, Papyrus, Toriel, Noelle, and Berdly are memorable not because they are flawless heroes but because they possess fears, insecurities, personal goals, and emotional complexity. Their gradual development mirrors the carefully constructed character arcs found in many novels, allowing players to understand them through both dialogue and gameplay rather than exposition alone.

Another similarity is that both books and video games can encourage critical thinking and emotional engagement. Complex plots often require audiences to analyse motivations, understand relationships, and consider moral dilemmas. In many stories, characters are not simply heroes or villains but individuals with strengths, weaknesses, and conflicting desires. This complexity encourages readers and players to reflect on human nature and society. Undertale is particularly notable because it directly challenges the conventions of role-playing games. Players expecting to gain experience by defeating enemies gradually realise that every battle can instead be resolved peacefully. This mechanic transforms gameplay into a moral decision rather than a purely strategic one. Depending on the player's actions, characters react differently, remember previous encounters, and even acknowledge events that occurred in earlier playthroughs. This unique approach creates a dialogue between the game and the player themselves, encouraging reflection on responsibility, guilt, and empathy.Similarly, Deltarune repeatedly questions the relationship between the player and the protagonist. Rather than allowing complete control over Kris, the game hints that the player may actually be an outside force influencing someone else's life. This unusual narrative technique creates an additional layer of storytelling rarely seen in other media, inviting audiences to consider the ethics of controlling fictional characters for entertainment. Additionally, both media can transport audiences to unfamiliar places and perspectives, broadening their understanding of different cultures, historical periods, and ways of life. As a result, storytelling in both books and video games can be educational as well as entertaining.

Despite these similarities, books and video games differ greatly in the way stories are experienced. Books are generally passive forms of storytelling because readers cannot directly influence events. The author controls the plot, character development, and ending, guiding readers through a carefully structured narrative. This allows authors to present stories exactly as intended and often results in highly polished and cohesive narratives. Classic literature, in particular, often focuses on detailed descriptions, complex symbolism, and thoughtful reflection. Readers are encouraged to interpret meanings, analyse themes, and appreciate the artistic qualities of the text. Video games, however, are interactive. Players actively participate in the story by making decisions, completing objectives, and exploring the game world. In many games, choices can affect relationships, events, or even the ending itself. Undertale demonstrates this particularly well through its Neutral, Pacifist, and Genocide routes. Each route fundamentally changes the narrative, character interactions, soundtrack, and ending, making the player's moral decisions an essential part of the storytelling itself. Rather than simply observing a character's choices, players personally perform the actions that shape the narrative. Although Deltarune currently suggests that certain events cannot be avoided regardless of player decisions, this limitation itself becomes part of the story by encouraging players to question whether freedom of choice truly exists. This level of participation can make players feel personally responsible for the outcomes they experience.

Furthermore, books rely entirely on written language to create imagery and atmosphere, whereas video games combine visuals, music, sound effects, and gameplay mechanics to tell their stories. The use of multiple sensory elements allows video games to create powerful emotional moments and immersive experiences. Music can influence mood, visual design can establish atmosphere, and gameplay can reinforce narrative themes. The music of Undertale and Deltarune, composed by Toby Fox himself, illustrates this particularly well. Musical motifs repeatedly appear throughout both games, connecting characters and events in subtle ways that reward attentive players. For example, recurring melodies associated with characters such as Asriel or Susie gain new emotional meanings as the story progresses, much like recurring symbols or motifs in literature. Gameplay mechanics also reinforce narrative themes. Choosing to spare enemies instead of fighting them is not simply a gameplay option but a narrative statement supporting the game's message about compassion and understanding. As a result, video games can provide a more dynamic experience, while books often encourage deeper imagination and interpretation. Readers must construct the story world in their minds, which can lead to a highly individual experience. However, this difference does not necessarily make one medium superior to the other; rather, each offers unique strengths that appeal to different audiences. Some people prefer the freedom and interactivity of video games, while others appreciate the depth and literary qualities of books.

To summarise, storytelling in books and video games shares many important characteristics, including immersive worlds, memorable characters, and meaningful themes. Both mediums have the power to entertain, educate, and inspire their audiences. The success of Undertale and Deltarune demonstrates that interactive storytelling can achieve emotional depth, thematic complexity, and literary quality comparable to many acclaimed novels. Their narratives encourage audiences not only to follow a story but also to reflect on morality, identity, empathy, and the consequences of their own decisions. However, they differ in how stories are presented and experienced. Books offer a guided and reflective journey shaped entirely by the author, while video games provide interactive experiences that allow players to influence events directly. Ultimately, both forms of storytelling are valuable because they demonstrate the many ways humans can communicate ideas and emotions through narrative. Whether someone prefers reading a classic novel or exploring a virtual world, both experiences highlight the enduring importance of storytelling in human culture. As technology continues to evolve, the relationship between traditional and interactive storytelling may become even stronger, demonstrating that stories can remain meaningful regardless of the medium through which they are told.