In 1997, this computerized woman became a sex-symbol to thousands of sad, lonely Final Fantasy fan boys all over the world. Her name is Tifa, and she is one of the love interests of Final Fantasy VII. It is eleven years later. Since that time, her image has changed greatly, but fans still flock to her.
Indeed, she is more popular than ever, appearing in multiple sequel games, a sequel movie, and two prequels. Now she is isn’t simply a symbol to fan-boys, but to fan-girls everywhere…
Fan girls…. Like her.
Okay… So this is a bit of a dramatic representation. But let’s face it, video games are the newest entertainment form. We love them. We draw from them for fun, for enjoyment, for stories of good versus evil. They give us our space operas, our science fiction, our fantasy, and our great romances. My point is simple. Tifa Gainsborough was initially nothing more than a sex symbol. And let’s face it, guys, I think anyone with an imagination can understand why. But she’s something more than that now. She’s a character who people care about. The young woman in the photograph above is a fan of the character because she finds something worthwhile in the character, not because she wants to be considered a sex-symbol to geeky guys all over the world… Okay, I don’t know that she doesn’t have some sort of sick geek fetish, but I’m going to go out on a limb here and guess she doesn’t. She believes in the character of Tifa Gainsborough and she believes in the character’s innate strength.
This is just an example of the fanbase games like Final Fantasy, King’s Quest, Myst, Legend of Zelda, and all their sequels have generated.
Indeed, alongside Bruce Willis, Harrison Ford, Tom Cruise, Ewan McGregor, Daniel Radcliffe, Angelina Jolie, Keira Knightly, etc, etc, etc, this is now the face of a hero. But I’m not here to talk about fans. I’m here to talk about what has been created through the growing fanbase. Literature.
When I was in fifth grade, I read a novel starring the main character of the King’s Quest games. The novel had been written by a writer hired by the gaming company to further interest buyers in their game. Yet, in so doing, Sierra, the game company to make King’s Quest, attached their games to a literary genre. Suddenly, King’s Quest wasn’t just a video game, it was literature. And, to understand the book, one must realize what came before. Therefore, the book wasn’t simply literature, the game was literature. It was part of the canon of the universe and it was, in all actuality, more valid for plot and character than the books written by a hired-gun writer who had nothing to do with the characters’ original creation. If one wanted to truly engage the book, one had to play the game. Only then could they understand the nuances of Prince Alexander’s quest to save his father, King Graham, and the magical land of Daventry. The book may’ve been called The Floating Castle, but, above that, was written the words “A King’s Quest Adventure.”
This wasn’t the first game to be turned into a novel, to be made into an accepted literary form and genre. But even that doesn’t seem to go far enough. Look at games like Final Fantasy, like Legend of Zelda. These are games that tell epic stories, that engage the player in entire quests, involving sub-plots, dynamic, three-dimensional characters, romances, treacheries, adventures, all the elements that have gone into the great works of fiction. Homer tells of these things in the Illiad and Odyssey. Mallory writes of them in Le Morte D’Arthur. Such themes and motifs appear in the works of Shakespeare, Shelley, Byron, Bronte, Austin, Poe, Asimov, Chricton, all the great authors of Fantasy, Science Fiction, Romance, and Adventure.
It would be easy to make the argument that these games are literature because they have plots that fall out like chapters, Final Fantasy XII and Tactics even being presented as if each second of the game is a chapter of a book and the Legend of Zelda games often beginning with a storybook prologue, and because, even in games with cinematic sequences and voice-acting, the majority of dialogue takes place through written words. Even actions are shown that way. “You pick up a ________.” “You see a ______.” But these aren’t good arguments, they’re just technical arguments. The good argument isthat the dialogue, the written word, touches players and fans. They’re moved by them. That’s not something one expects from a game or video game. Especially not in the world of Doom and Duke Nukem and Halo. Shoot ‘em-ups are not literature (There are exceptions… sometimes). But I challenge the reader to play Final Fantasy and not be drawn into the storyline. In Final Fantasy VI, 17 characters, all playable, vie for the player’s attention. Every one has their own story. Every one has a intertwining plot that brings out more and more of their character until they emerge together at the end of the game. In Final Fantasy VII, amnesiac lead Cloud becomes a sort of Everyman for the player. But at the same time, Cloud is a character of conflicted emotions and deep, painful memories which he holds back and which form the nucleus of his great battle with fan-favorite villain Sephiroth. When Legend of Zelda: A Link to the Past first emerged, fans were zealous in their desire to grab up a copy of the game that promised to tell young Link’s backstory, how his life began, and other fans actually attempt to trace the timeline of the land of Hyrule, of the two beings, Link and Zelda, constantly reincarnated to fight against the demon-king Ganon. In their own ways, these works become like good novels. They tell their story, develop their characters, and make an argument, all leading up to the inevitable climax and wind-down action. And, if in the end, the hero ends up with the girl or the guy, well then, so be it.
To sum up, and quote from my own paper: “It seems that these works are literature not so much in that literature was ever created to define them as such, but because they have bought their place their through the development of a literary basis within the games. Literature is supposed to make readers think, to move readers, to engage them. These games do exactly that. Perhaps, then, that is the argument for them as literature. They do what literature is supposed to do and, therefore, by succeeding in doing, defy definition to, instead, simply become literature through action.”
I present this as an argument rather than an explanation because I think that in arguing it I allow myself to prepare for my paper and, at the same time, put forward the theory to you. I hope you’ve enjoyed this as much as I’ve enjoyed talking to you.
Thank for all the time you’ve spent with me today and throughout the semester.
Ryan


