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MARISSA D.

WILLIS

Choose Your Own Adventure: Examining the Fictional


Content of Video Games as Interactive Fictions

abstract
This article explores the unique philosophical challenges that video games pose as forms of interactive fiction and examines
the different types of fictional truth which they present in order to lay the groundwork for further discussion of video games
as fictions not only by generating useful vocabulary and an ontological framework to aid continued study but also by using
the fictional truths found in video games to challenge one of the most influential models of fictional truth: that of Kendall
Walton. I argue that Walton’s definition of fictional truth cannot account for all of the fictional content presented by video
games and use video games to provide two counterexamples to his claims. By shedding light on these challenges, this article
establishes video games as an interesting and unique form of narrative art worthy of the attention of philosophers not only
for the fictional content which they present but also for the way in which they present it.

Video games are often overlooked in philosophi- would like to explore these challenges and special
cal discussions of art.1 They may be seen as sim- forms of fictional truth in order to help establish
ilar enough to film and television to be lumped video games as an interesting and unique form of
together with other visual arts or simply seen as narrative art worthy of the attention of philoso-
not being a form of art at all. But as the philoso- phers not only for the fictional content which they
phy of art has expanded over the years to include present but also for the way in which they present
not only traditional arts like music, theater, and it. In doing this, I hope to not only generate useful
painting but also contemporary arts like film and vocabulary to aid the continued study of fictional
television, each has brought different challenges truth in video games, but also use the fictional
and opportunities to expand the way we think. truth found in video games to challenge one of
And video games present many such opportuni- the most influential models of fictional truth: that
ties of their own. The focus of this article is not of Kendall Walton. I argue that Walton’s defini-
to prove that video games are a form of art,2 but tion of fictional truth cannot account for all of the
rather to provide an account of the interesting fictional content presented by video games, and I
challenges which video games may present when use video games to provide two counterexamples
assessed as works of fiction. Specifically, my fo- to his claims.
cus is to examine the fictional content of video To limit the focus of this study I deal only with
games and what we may learn from them about single-player games. Thus, while some of what is
fictional content as a whole. Fictional content in said may apply to games like World of Warcraft
general may not always be established as straight- and other multiplayer games—including the mul-
forwardly as we would like. However, video games tiplayer modes of games which also contain single-
present a few unique challenges of their own when player content such as Call of Duty—these are
it comes to establishing fictional content, which not the focus of this study. These games present
result in some unusual forms of fictional truth. I many unique challenges of their own (such as the

The Journal of Aesthetics and Art Criticism 77:1 Winter 2019


C 2019 The American Society for Aesthetics
44 The Journal of Aesthetics and Art Criticism

sharing of a make-believe space), but the subset Mass Effect is played, Shepard’s gender is not in
of games which I discuss is plenty to get us started. an unspecified state: Shepard is either female or
male and is presented in a certain way, depending
on this state. And this is not a lone example: video
i. fictional truth games, as interactive fictions, rely on player input,
and a vast amount of the fictional content that the
Sherlock Holmes lives at 221B Baker Street. player encounters when playing a video game may
Darth Vader is Luke Skywalker’s father. The Doc- be different each time he or she plays. This is even
tor is a Time Lord. Hamlet dies. These are all more the case for games such as Minecraft, which
fictional truths from different stories in different feature randomly or procedurally generated con-
arts—from print, stage, and screen. They are all, tent designed to be different each time the game
in a sense, true, and in another sense, false. It is not is played regardless of player input.
true, of course, that any real detective by the name In order to determine what is fictionally true
of Sherlock Holmes lives or ever lived at 221B in a video game like Mass Effect, I first need to
Baker Street or that Time Lords exist. However, determine what it is that actually bears fictional
we can say that these statements are true within content in the case of video games. To accomplish
the fiction of each of these stories. We can also this, I set out a basic ontological framework for
say that some statements, such as “Darth Vader video games focused on establishing how video
is not Luke Skywalker’s father,” are false not in games are instanced in order to provide a bet-
that Darth Vader and Luke Skywalker are not real ter understanding of which entities, exactly, bear
people, but in that it is false within the fiction of fictional content when it comes to video games,
Star Wars. before continuing on to describe what types of fic-
Just as in other types of fiction, there are some tional content video games produce and how these
things which it seems easy to point out as fiction- types may be distinguished.
ally true in video games. For instance, Lara Croft
from Tomb Raider is British. However, one of the
important differences between video games and ii. the playthrough
many other forms of art is that some other fictional
truths can be vastly different each time the game Artworks which are multiple are those which ad-
is played. Unlike a film or novel, a video game can mit of and are normally encountered through
have a different main character, different action, instances; novels are instanced by their multi-
or even a completely different plot every time it ple copies, musical works by their multiple per-
is played. And this is not just a matter of viewer formances or recordings, films by their multiple
interpretation. Because video games are interac- copies or screenings, and so on (Davies 2003, 156).
tive and respond to player input, every time the Given these other examples, it is tempting to lump
game is played, the fictional action displayed on video games with films and say that they are in-
screen is different, and this often seems to change stanced either by individual copies of certain com-
whether or not certain things are fictionally true. puter code or they are instanced every time a cer-
For instance, when I play Mass Effect, I can choose tain computer code is decoded by the proper type
whether the main character, Commander Shep- of machine. However, when a film is played by a
ard, is female or male. Based on my choice, the machine, this results in a complete screening: an
game will represent Shepard as either one way instance of the film which is the same every time
or the other, with different audio and visual cues it is played and presents all of the same fictional
based on my input. Because of this, it becomes content every time. When a video game is run by a
difficult to answer the question, “In Mass Effect, machine, not as much happens, and not much fic-
is Commander Shepard female or male?” When tional content is presented. The opening sequence
I play Mass Effect, the answer is “female.” How- may play, but then the game will wait for player
ever, when my sister plays Mass Effect, the answer input. This is because it takes more than a machine
is “male.” Are either of us correct, or both, or nei- to run a video game—it takes a player to play it.
ther? It seems as though the veracity of a state- If we want to explain how and why it is that when
ment such as “In Mass Effect Commander Shep- I play Mass Effect and my sister plays Mass Effect
ard is female” can go either way. However, when we encounter different and sometimes opposing
Willis Choose Your Own Adventure 45

fictional truths—such as, “Commander Shepard the script of Hamlet does not specify whether
is female” and “Commander Shepard is male”— Prince Hamlet is taller than, shorter than, or the
then saying that video games are instanced by ei- same height as Laertes. And yet, in every produc-
ther the multiple copies of the programs associ- tion of Hamlet, Prince Hamlet will be either taller
ated with them, or even by the result of running than, shorter than, or the same height as Laertes.
these programs on their appropriate devices, will The play Hamlet does not specify this, but every
not be enough. Instead, I would say that a video performance of Hamlet must.
game is instanced every time it is played not just by This seems almost exactly like video games and
a machine but by a player. This is what I refer to as the problem posed at the beginning of Comman-
a “playthrough”: the interactive audiovisual rep- der Shepard’s gender in Mass Effect. Mass Effect
resentation that is generated when a player plays a simply does not specify Commander Shepard’s
video game, which may be different every time the gender just as Hamlet does not specify Hamlet’s
game is played. Other philosophers have at times height. And just as Hamlet does have one specific
used “playing” (Meskin and Robson 2012, 215), height in every performance of Hamlet, so Com-
but I have chosen “playthrough.” This is to avoid mander Shepard has one specific gender in every
confusing the act of playing a video game with the playthrough of Mass Effect. This comparison be-
representation which that act produces, which is tween theater and video games is very useful and
what I call the “playthrough.” Playthroughs are should help us solve the question of what bears
the result of the combination not only of a pro- fictional content in video games.
gram and a machine but of a program, a machine, In theater, there seems to be at least two bear-
and a player. Playthroughs are the way in which ers of fictional content: the play itself, which is
video games are instanced, and they bear fictional usually outlined by the play’s script, and the var-
content. ious individual performances of the play. There
are some fictional truths that may be present in
one performance of a play or another but are not
iii. video games and performances considered part of the play itself, while there are
other fictional truths which are part of the play
For insight into how this works and why it is itself, and thus also true in every faithful perfor-
important that playthroughs bear fictional con- mance of the play.4 For instance, it is fictionally
tent, I compare video games with yet another true that Hamlet says “to be or not to be, that is
type of multiple art. Works in the performing the question.” Not only is this fictionally true in
arts, such as stage plays, are created and propa- any given performance of Hamlet, provided that
gated as sets of instructions (scripts), which are in- performance is faithful, but it is also true in Ham-
stanced via performance. This is the type of art that let itself. However, if we want to know whether
is perhaps most similar to video games.3 Unlike or not it is fictionally true that Hamlet is taller
works instanced by being decoded by a machine— than Laertes, we cannot refer to Hamlet itself be-
such as films—works which are instanced through cause the play does not specify. But we can ask this
performances based on sets of instructions may question of specific performances of Hamlet and
have more variation between instances because say whether or not Hamlet is taller than Laertes
the content of the instances (performances) may in each performance.
not be completely determined by the instructions I refer to these different kinds of fictional truths
alone. This is because, as Stephen Davies notes as play-truths (Hamlet says “to be or not to
“pieces specified via notated instructions are of- be”) and performance-truths (Hamlet is taller
ten much ‘thinner’ in properties than are the per- than Laertes). Plays themselves contain only play-
formances that instance them faithfully” (2003, truths, while performances contain both play-
162). For instance, the script of Hamlet does not truths and performance-truths. In any particular
determine everything about Hamlet to the point performance, it is not always easy to tell which fic-
where every production and performance of Ham- tional truths are play-truths and which are perfor-
let would be identical in content if it followed mance-truths unless one has also encountered the
the script faithfully. Every instance of Hamlet will same play through a different performance or has
contain certain fictional truths which are not con- read the script of the play. All play-truths are fic-
tained within the script of Hamlet. For example, tionally true in every faithful performance, but it is
46 The Journal of Aesthetics and Art Criticism

important to note that it is not the case that some- would it prevent any future playthrough of Mass
thing is a play-truth simply because it is true in ev- Effect from featuring a Commander Shepard who
ery extant performance of the play. For instance, is not female or make such a playthrough some-
if it so happened that every production of Hamlet how incorrect. It would be better to say that video
ever performed starred a Hamlet who was taller game-truths are those which are fictionally true in
than his corresponding Laertes, it would still not every possible playthrough of the video game. This
be fictionally true in Hamlet that Hamlet is taller definition of video game-truths is, I think, techni-
than Laertes. If a new production of Hamlet was cally correct. However, we must be careful using
cast with a Hamlet who was shorter than Laertes, this definition as well because of an important dif-
this new production would be no less faithful than ference between video games and the performing
any other production. arts.
I suggest that video games function very simi- Unlike two performances of the same play, two
larly to plays when it comes to the bearers of fic- different playthroughs of a video game may vary
tional content. Just like plays, video games have widely in what I call scope. Imagine that I play
two bearers of fictional content: the video game it- Dragon Age: Origins twice, generating two distinct
self and individual playthroughs of the game. Also, playthroughs of the same video game. Dragon
similarly to plays, that which is fictionally true in Age: Origins is a rather long game with one cen-
the video game itself is true in every playthrough tral plotline but with much more content that may
of the game, but not everything which is fiction- be pursued or ignored as the player sees fit. How-
ally true in the playthrough is true in the game ever, after finishing the main plotline, the player
itself. Thus, playthroughs contain two types of fic- may not go back to investigate all of the content
tional truths: those which are fictionally true in a which he may have passed over before. Let us say
playthrough but not in the game itself and those that, in my first playthrough, I only play through
which are fictionally true in both the playthrough the central part of the game, completing all of the
and the game itself. I refer to these as playthrough- main missions but none of the side quests and do-
truths and video game-truths, respectively. ing only as much exploring as necessary to reach
The ability to differentiate between play- the end of the plot. In the second playthrough,
through-truths and video game-truths should help I spend much longer in each area and section of
us answer many of the questions I have raised the game, making sure that I experience every-
so far. For example, “Commander Shepard is fe- thing the game has to offer. In the first of these
male” is a playthrough-truth, while “Lara Croft is playthroughs, I would miss out on learning certain
British” is a video game-truth. However, establish- fictional truths. For example, in Dragon Age: Ori-
ing which fictional truths are which is not always gins the character Alistair has a sister. This infor-
this simple. mation is not central to the plot but may be discov-
ered by the player. In the second playthrough—
the longer and more detailed approach—I would
iv. identifying video game-truths learn this fictional truth while playing the game.
However, in the first playthrough, which only
One way in which we could go about determin- plays through a small percentage of the game in
ing which fictional truths in a playthrough are order to finish the main plotline as quickly as pos-
playthrough-truths and which are video game- sible, I would not learn of Alistair’s sister. Unlike
truths would be playing a game multiple times, with Commander Shepard’s gender, which may
generating multiple playthroughs, and comparing vary between playthroughs, it is not the case that
them. Aspects of the game that are different in any fictional truth inconsistent with the claim that
each playthrough are clearly playthrough-truths. Alistair has a sister is presented by the shorter
However, we must again be wary of coincidence. playthrough. There is no playthrough in which it
As with Hamlet’s height, if it so happened that is established that Alistair has no sister. Rather,
every time anyone ever played Mass Effect she in some playthroughs, the subject has simply not
chose to make Commander Shepard female, that come up. We can have one of two responses to
would not make Commander Shepard female in this. Either (A) it is not fictionally true within
Mass Effect itself; it would not make “Commander the shorter playthrough that Alistair has a sister
Shepard is female” into a video game-truth. Nor because this information is not revealed to the
Willis Choose Your Own Adventure 47

player, or (B) it is fictionally true that Alistair has playthrough which are never represented to the
a sister in both playthroughs of the game, even player. That Alistair has a sister is not explicitly
though this fictional truth is never encountered in stated in and also cannot be implied from the
the shorter playthrough. shorter playthrough of Dragon Age: Origins. If
If we choose option A, then we must say that this was the only playthrough available to us, there
since there is a playthrough in which it is not fic- would be no reason to think that Alistair has a
tionally true that Alistair has a sister (namely, my sister. In each playthrough, this fictional truth is
shorter playthrough), then “Alistair has a sister” either directly established or it is not represented
cannot be a video game-truth but must rather at all. The only way in which I may learn that Alis-
be a playthrough-truth. However, this seems to tair has a sister in the first, shorter playthrough is
severely limit the amount of information which by finding it explicitly stated in the second, more
can be counted as video game-truths. It also raises thorough playthrough of Dragon Age: Origins.
the question of what counts as a playthrough for In order to provide a model for these fictional
any specific game. Would it count as a playthrough truths which, by their natures as video game-
of Dragon Age: Origins if I started the game but truths, are present in every playthrough of a video
then turned it off one minute later and never game whether they are ever represented to the
played it again? How much of the game would player or not, I would like to compare video games
I need to play in order for it to count as a once again to another form of art: serialized fic-
playthrough? What if I encountered less than one tion. Just as some fictional truths can only be ac-
percent of what I could have potentially encoun- cessed by playing a different playthrough, so some
tered by playing the game? This kind of question fictional truths can only be accessed through other
becomes even more difficult with less linear games works in the same series. For instance, is it true in
such as Minecraft. If that which is true in a video Star Wars Episode IV: A New Hope that Darth
game is only that which is true in every possible Vader is Luke Skywalker’s father? The fictional
playthrough of that video game, and that which is truth is never portrayed to the audience in this
true in a playthrough only includes that which is film, but is established in its sequel, Star Wars
portrayed to the player during a playthrough, and Episode V: The Empire Strikes Back. If someone
there is no limit to how much of the potential con- only ever watched the first of these films, he or she
tent must actually be portrayed to the player for it would have no way of knowing that Darth Vader
to count as a playthrough, then for most games, al- is Luke Skywalker’s father. And yet, it is not the
most nothing would count as a video game-truth— case that Darth Vader becomes Luke Skywalker’s
including many things which we might normally father in the second film or that he was not, in
say are true in the video game. fiction, Luke’s father since before the first film.
However, if we accept reading B and maintain Playing a video game but not discovering all of
that it is fictionally true in any given playthrough the fictional truths present within the playthrough
of Dragon Age: Origins that Alistair has a sister may be comparable to watching just one film or
whether the player encounters this information reading just one book out of a series: There may
during the playthrough or not, then these prob- be fictional truths which are fictionally true in the
lems do not arise. If this is the case, however, playthrough which are not revealed to the player
then it is clear that if we are to identify video without further investigation, which may only be
game-truths as that which is fictionally true in available through a separate playthrough.
every possible playthrough, then we must distin- Perhaps a more helpful way of identifying which
guish that which is fictionally true in a playthrough fictional truths encountered in a playthrough are
from that which is represented to the player in that video game-truths would be to include all fic-
playthrough. tional truths that are presented by at least one
possible playthrough and never contradicted in
any other possible playthrough. These truths, we
v. present but unportrayed fictional truths would say, can be seen as always being fiction-
ally true in any playthrough, whether they are
If we accept this reading, we must acknowledge represented to the player or not. Thus, the fact
that within a video game there may be certain that Alistair has a sister is a video game-truth—
fictional truths which are fictionally true in the true in Dragon Age: Origins itself and also true in
48 The Journal of Aesthetics and Art Criticism

every playthrough of Dragon Age: Origins, but it is one of the most influential in recent years,
whether explicitly represented or not, because it especially in the philosophical debates surround-
is true in at least one possible playthrough and ing video games.5 In addition to this, the idea of
never contradicted by another. Meanwhile “Com- playing games is central to Walton’s theory. Wal-
mander Shepard is female” is a playthrough-truth, ton compares the appreciation of all representa-
but not true in Mass Effect itself because there are tional art to a child’s game of make-believe. It
some possible playthroughs which directly con- seems that if any form of representational art is
tradict it. While neither of these fictional truths like such a game of make-believe, video games are
are represented in every playthrough of their re- such. If any theory of representational art applies
spective games, and both are represented in some to video games, we might expect it to be Walton’s.
possible playthroughs and not in others, Alis- And if Walton’s theory applies to any represen-
tair’s sister can be either included or left out of a tational art, we might expect it to apply to video
playthrough of Dragon Age: Origins but not con- games. I, however, argue that it does not.
tradicted; but Commander Shepard’s gender can I provide a basic overview of the part of Wal-
either be female or male in any given playthrough. ton’s theory pertinent to video games and fictional
This, then, is how I would identify fictional truths, and along the way I point out the specific
truths within video games. Fictional truths that challenges which my own theory about fictional
are present in at least one possible playthrough truths in video games raises to Walton’s. I ar-
and never contradicted in any other possible gue that both video games and their playthroughs
playthrough are video game-truths and are fic- contain fictional truths not accounted for in Wal-
tionally true both in the video game itself and ton’s theory. If my observations so far are cor-
in all possible playthroughs, whether they are rect, then video games and their playthroughs
represented or not. Fictional truths that are may both function as counterexamples to Walton’s
present in at least one possible playthrough but theory.
are contradicted by at least one other possi-
ble playthrough are playthrough-truths—true in
some playthroughs but not in the video game vii. waltonian fictions
itself.
First, it is important to note that Walton’s view of
what constitutes a fiction is significantly broader
vi. application than most everyday uses of the word—so much
so that some authors refer specifically to “Walto-
So far, I have made several important claims about nian fictions” or “Walt-fictions” when discussing
the nature of video games and their fictional con- them (Meskin and Robson 2012, 201). To Walton,
tent. First, that video games are instanced by all “representations” are fictions (Walton 1990, 3).
playthroughs and players encounter video games This includes many things which are not normally
through these playthroughs. Second, that there considered to be fictions, such as portrait paint-
are two types of fictional truth in playthroughs: ings or even, in certain circumstances, children’s
playthrough-truths and video game-truths, the lat- toys. Walton defines representations, and thus fic-
ter of which is also true in the video game itself. tions, as “things possessing the social function of
Third, that because of the nature of video game- serving as props in games of make-believe” (69).
truths and the way in which playthroughs may vary Walton argues that when we engage with a repre-
in scope (the amount of potentially accessible con- sentation, we enter into a game of make-believe
tent that is actually portrayed to the player in the in which the representation serves as a prop. A
playthrough), there may be some fictional truths game of make-believe is an exercise of the imag-
present within a playthrough that are never por- ination which follows certain rules, often guided
trayed to the player. I now hope to place these by props, which “are generators of fictional truths,
claims within the wider context of the philosophy things which, by virtue of their nature or exis-
of art. tence, make propositions fictional” (37). Strokes
In order to do this, I will focus on Kendall Wal- of paint or ink, spoken or written words, the ac-
ton’s theory of make-believe. Walton’s view is, of tion of actors, the movement of light and color
course, not the only theory of fictional content, across a screen, etc. can all prompt us to imagine
Willis Choose Your Own Adventure 49

certain things, and thus function as props, and are, (3) playthroughs of video games are Waltonian
therefore, Waltonian fictions (38). fictions.
This distinction between the video game itself
and its playthroughs brings out two important
viii. are video games waltonian fictions? points. First, that individual playthroughs of video
games are in fact Waltonian fictions, and, there-
Based on this broad outlook, Meskin and Robson fore, Walton’s understanding of fictions should ap-
have argued that it should not be at all contro- ply to them. And second, that video games them-
versial that video games are, at minimum, Walto- selves are not Waltonian fictions, as they do not
nian fictions, as they function as props in games serve as props in games of make-believe. I do not
of make-believe (Robson and Meskin 2012, 2). mean by this to say that video games are not works
I, however, argue that video games themselves of fiction. Rather, that they are not Waltonian fic-
are not, in fact, Waltonian fictions. But their tions. Video games themselves, apart from their
playthroughs are. playthroughs, do not serve as props in games of
On my understanding, Meskin and Robson ar- make-believe.
gue that the following claims are uncontroversial: This distinction is important, as this type of dis-
(1) When someone plays a video game, she en- tinction may be applicable to all works of fiction
ters into a game of make-believe in that what she instanced in a similar manner, but again, we must
is seeing and hearing serves as a prop, generat- take care. On this view, it might seem that plays
ing certain fictional truths by mandating that they themselves are not Waltonian fictions, although
are imagined. (2) Based on this, we can say that each of their performances is. However, unlike
video games function as props in a game of make- video games, most plays can be encountered apart
believe, and therefore (3) video games are Walto- from their usual instances. One may encounter
nian fictions. I agree with Meskin and Robson that a play either by watching a performance or by
the first of these premises should not be controver- reading the play’s script. And although we might
sial, and the third is a straightforward application argue that one was never meant to encounter
of Walton’s view based on the second point. Point a play by merely reading its script, the script
(2), however, conflates the playthrough and the would serve as a prop in its own right, and that
video game itself. prop would mandate the imagining of all of the
I find that it should be uncontroversial that play-truths and no performance-truths. Because
video games are to be encountered via play. As I of this, we could say that the play itself functions
have argued, what is actually encountered during as a Waltonian fiction when someone reads the
play is not the video game itself, but an instance play’s script. But it is not so with video games.
of the video game, a playthrough, just as what is Video games do not have easily accessible scripts
encountered during an outing to the theater is not to serve as props and cannot be encountered as
Hamlet itself but an instance of Hamlet, called a props apart from their playthroughs. The closest
performance. Because of this, I argue that when a thing video games have to a script is the complex
player plays a video game and enters into a game code which a machine uses to run the game. As
of make-believe based upon the prop presented previously stated, this by itself, run by the ma-
to them, it is not the video game itself which func- chine but without being played by the player, is
tions as a prop in this game, but the playthrough. little more than a menu screen. And even if one
My argument on this is similar to how I phrased were trained to read the code directly, it would be
Meskin and Robson’s: (1a) When someone plays very difficult for this code to function as a prop
a video game she enters into a game of make- in the way the script of a play might, by man-
believe in which what she is seeing and hear- dating that the reader imagine all of the video
ing serves as a prop, generating certain fictional game-truths. And even then, it would still be miss-
truths by mandating that they are imagined. (1b) ing its central character: the player. Because they
What the player is seeing and hearing when she cannot be encountered by means other than their
plays a video game is a specific playthrough of playthroughs, I argue that video games themselves
that video game. (2) Based on this, we can say do not function as Waltonian fictions but rather
that playthroughs of video games function as as tools for generating Waltonian fictions of a
props in games of make-believe, and therefore certain type.
50 The Journal of Aesthetics and Art Criticism

ix. fictional content in video games x. unportrayed fictional truths


themselves
Walton’s definition of that which is fictionally true
This brings me to my first challenge to Walton’s in a work as that which “is (or would be) fictional
theory: Video games are not Waltonian fictions, in any game in which it is the function of the [work]
but they do have fictional content. As I have to serve as a prop, and whose fictionality in such
argued, video games contain all fictional truths games is generated by the [work] alone” (1990,
which are fictionally true in at least one possi- 60) highlights what is perhaps the biggest apparent
ble playthrough of that video game and are never conflict between my own view of fictional truths
contradicted by any other possible playthrough. in playthroughs of video games and Walton’s view
The fact that video games themselves have fic- of fictional truths in general. I have argued that
tional content is important for two reasons. First, some things, such as “Alistair has a sister,” ought
because it is the presence of these fictional truths to be considered fictionally true in a playthrough
in both the game itself and all playthroughs of the even if it is never portrayed to the player, and
game that allows us to say that two playthroughs— thus the player is not mandated by the playthrough
which may contain very different playthrough- alone to imagine it. For a playthrough which never
truths—are both playthroughs of the same video reveals to the player that Alistair has a sister, it
game (and therefore that two people who have does not seem to be the case that “Alistair has a
both played different playthroughs of Mass Effect sister” is or would be fictionally true in every game
have both played Mass Effect). Fictional content of make-believe in which it is the function of that
is an important part of what makes each instance specific playthrough to serve as a prop. In fact, if
of a video game an instance of that video game. this were the only playthrough available to us, we
Second, as I argue later, it is because appealing to would have no way of knowing that Alistair has a
the video game itself is the only way in which we sister. It is only through other playthroughs that
can make sense of unportrayed fictional truths in we receive this fictional information.
playthroughs. As previously mentioned, this is very similar
According to Walton’s theory, fictional con- to the case of works which are parts of a series.
tent belongs to those things that function as For instance, it does not seem to be the case that
props in games of make-believe. But video games “Darth Vader is Luke Skywalker’s father” is or
have fictional content without functioning as would be fictionally true in every game world in
props in games of make-believe. If I am correct which it is the function of Star Wars Episode IV:
that video games have fictional content but are A New Hope to serve as a prop. However, “Darth
not Waltonian fictions, then video games them- Vader is Luke Skywalker’s father” is or would be
selves may serve as a counterexample to Walton’s fictionally true in every game world in which it
theory. is the function of Star Wars Episode V: The Em-
Video games may not actually be the only coun- pire Strikes Back to serve as a prop. Because of
terexample of this kind. Another example is that the relationship of these two films, we know that
of serial fiction, like Star Wars. The overarch- it is fictionally true that during Episode IV that
ing fiction of a series is perhaps instanced by Darth Vader was Luke Skywalker’s father, unbe-
each of its individual volumes or episodes but knownst to us the viewers (or, for that matter, to
is not identical to any of them—just as video Luke). Like video game players who have played
games are instanced by but not identical to their only playthroughs too narrow in scope to portray
playthroughs. As I show in the next section, all video game-truths, viewers who have watched
these kinds of overarching, non-Waltonian fic- only Episode IV and not Episode V simply do not
tions are important to how we consider fictional have all relevant information to understanding all
truth in both video game playthroughs and in- of what is fictionally true in Episode IV. If we con-
stances of serialized fiction. This is because video sider Darth Vader to be Luke Skywalker’s father
games, as non-Waltonian bearers of fictional con- in Episode IV or claim that it is fictionally true
tent, are not the only major challenge to Wal- that Alistair has a sister even in a playthrough of
ton’s view that games raise. Playthroughs, which Dragon Age: Origins in which this is never por-
are Waltonian fictions, present a challenge to trayed to the player, we cannot do so using Wal-
Walton too. ton’s description of fictional truths.
Willis Choose Your Own Adventure 51

xi. walters’s theory Luke Skywalker’s father.” This proposed account


of fictional truth, while complex, allows for works
In order to find an alternative description of fic- within a series to influence what is fictionally true
tional truths that would be better able to account within each other while being recognized as indi-
for the fictional content of video games, I turn to vidual works.
the theory of Lee Walters. Walters uses this same I believe that Walters’s account, or one like it,
example of Star Wars when considering one of would also help to solve the problem of unpor-
Walton’s later essays, in which Walton reveals a trayed fictional truths in video games if we under-
“gap” in his own definition of what it is for some- stand the playthrough to be a work in the sense
thing to be fictionally true in a work (Walton 2015, that it is a Waltonian fiction. For example, we
17). In this later work, Walton writes that “[a] could say that “Alistair has a sister” is fictional in
proposition is fictional in (the world of) a particu- the world of a particular playthrough of Dragon
lar work, W, just in case appreciators of that work Age: Origins if and only if there is some fiction
are to imagine it, just in case full appreciation of W F (Dragon Age: Origins itself) that concerns the
requires imagining it” (17). However, Walton goes world of that particular playthrough of Dragon
on to provide several interesting counterexamples Age: Origin, of which that particular playthrough
and challenges to his own view and acknowledges is a part, such that appreciators of Dragon Age:
his own definition as “half right,” that is, necessary Origins itself are to imagine “Alistair has a sister.”
but insufficient for defining what is fictionally true However, this definition is not enough if we
(17). Walton admits in this essay “I don’t know are to set up an understanding of fictional truth
how to fill the gap; I don’t know what, in addition that accounts for all types of fictional truth found
to a prescription to imagine, is required to make in video game playthroughs. Although Walters’s
a proposition fictional” (28). Walters, in response approach to fictional truth works well for video
to Walton, uses another counterexample: that of game-truths, it would not account for playthrough-
serialized fiction, such as Star Wars, in that in- truths. If we apply the same theory to a propo-
formation important to full understanding of one sition such as “Commander Shepard is female”
work is revealed in another. Walters attempts to and say that this is fictionally true in the world
provide his own solution to Walton’s gap. of a playthrough of Mass Effect if and only if
Walters argues that given the fact that “Darth there is some fiction F (Mass Effect itself) that
Vader is Luke Skywalker’s father” is true in concerns the world of that playthrough of Mass
Episode IV despite the film never mandating that Effect, of which that playthrough of Mass Effect is
the audience imagine this, then “There is a work, a part, such that appreciators of Mass Effect itself
W, such that there is some proposition, P, true are to imagine “Commander Shepard is female,”
in W, but proper engagement with W does not re- then the result is that “Commander Shepard is fe-
quire one to imagine that P, at any stage” (Walters male” is not fictionally true within the world of
2017, 17). Walters uses this counterexample to cri- the playthrough. Because of this, I instead suggest
tique Walton’s account and denies that Walton’s a combination of Walton and Walters’s views;
requirements are both necessary and sufficient to
define fictional truth, but he does not abandon A proposition P is fictionally true in the world A of a
Walton’s ideas completely. Instead he offers his particular work W iff EITHER (1) appreciators of W are
own “Waltonian” approach, proposing that “A to imagine P and full appreciation of W requires imag-
proposition, P, is fictional in the world A of a ining P, OR (2) there is some fiction, F, that concerns A
particular work, W, iff there is some fiction F that of which W is a part, such that appreciators of F are to
concerns A, of which W is a part, such that appreci- imagine P.
ators of F are to imagine P” (Walters 2017, 20).6 To
phrase this using Star Wars as an example: “Darth Using this yet more complex theory of fictional
Vader is Luke Skywalker’s father” is fictional in truth, we should be able to account for both
the world of Star Wars Episode IV: A New Hope playthrough-truths such as “Commander Shep-
if and only if there is some fiction F (Star Wars ard is female” and video game-truths such as
itself) that concerns the world of Episode IV, of “Alistair has a sister” or “Lara Croft is British.”
which Episode IV is a part, such that appreciators Some fictional truths fit one set of requirements,
of Star Wars itself are to imagine “Darth Vader is some fit the other, and some fit both. In my view,
52 The Journal of Aesthetics and Art Criticism

neither Walton’s nor Walters’s requirements on overarching fiction of serialized media or of video
their own are necessary to define something as games themselves.
fictionally true (although in every case, one or the
other is necessary), but either can be sufficient.
And while this view may not entirely fill in Wal- xii. conclusion
ton’s “gap,” this kind of combination thinking to
which video games lead us to may be a step in the I have investigated the fictional content of video
right direction. games in order to better understand what sorts of
Both video game playthroughs and serialized things are fictionally true in video games and to
fiction function as counterexamples to some of establish a vocabulary with which to discuss these
Walton’s claims about fictional truth. However, fictional truths and discuss video games as fic-
they are claims that Walton himself recognizes as tions. I have distinguished between the video game
incomplete. Walters’s alternative approach to fic- and the playthrough—the playthrough being the
tional truth may provide a good way to bridge interactive, audiovisual representation which the
this gap and make room for unportrayed fictional player generates and interacts with when he or
truths in both serialized fiction and video games, she plays a video game, and the video game it-
and my combination of Walters’s and Walton’s self being the work of which the playthrough is an
approaches would include playthrough-truths as instance. I have described different types of fic-
well. However, I would question whether Wal- tional truths that may be found in playthroughs—
ters’s approach is in fact “Waltonian,” because it playthrough-truths and video game-truths—and
brings us straight back to the first challenge I pre- have argued that some of these truths—namely,
sented against Walton. Walters’s account relies on video game-truths—are fictionally true not only
the existence of “some fiction F,” a fiction which within the playthrough but also within the video
appears to have fictional content but does not ap- game itself. I have described how to distinguish
pear to function as a prop itself (2017, 20) and these two types of fictional truths and have ar-
therefore is not a Waltonian fiction. Star Wars it- gued that in order to understand all of what is fic-
self, apart from its individual episodes, functions tionally true in any playthrough of a video game
no more like a prop than Dragon Age: Origins and to determine which fictional truths are video
does apart from its playthroughs. This means that game-truths and which are not, we may often need
just like a video game, while Star Wars itself may to play several different playthroughs of the same
be a work of fiction, it is not a Waltonian fic- video game, just as we may have to watch sev-
tion. Yet both Star Wars and Dragon Age: Origins eral performances of the same play or multiple
have fictional content and are important to under- episodes of the same series to fully understand
standing what all is true in each of their instances the fictional truth present in each episode or in
(playthroughs or episodes). the play itself. Through these arguments, I have
According to Walton, a fiction is something offered both video games and their playthroughs
that functions as a prop, and something is fic- as counterexamples to Walton’s theory of make-
tionally true in a work when that work mandates believe, as each contain fictional content for which
that the appreciator of the work imagine it. Video his theory cannot account. If I am correct in what
games, however, have fictional content without I have argued here, we may need to rethink what
functioning as props, and their playthroughs in- it means for something to be fictionally true in a
clude many fictional truths which the playthrough work and expand our understanding beyond Wal-
alone does not mandate that the player imagine. tonian fictions.
Walton’s theory cannot account for the fictional The philosophy of video games and interactive
content of video games or their playthroughs, and, fiction as a whole is still a very new field, and there
as such, both may serve as counterexamples to is still a lot of work to be done. What I have pre-
his claims. While my combination of Walters’s sented here is only a few of the challenges which
and Walton’s approach may help create an ex- single-player video games may present, and there
panded view of fictional truth to work around one are doubtlessly more to be found. Much of what I
of these counterexamples, the resulting view still have said may also apply to other interactive fic-
relies on and cannot account for the fictional con- tions which may prove even more challenging and
tent of non-Waltonian works of fiction such as the complex, such as multiplayer video games, table
Willis Choose Your Own Adventure 53

top roleplaying games, or even board games and ics, edited by Gregory Currie, Petr Kot’átko, and Martin
“Choose Your Own Adventure” books, and each Pokorny, 435–464. London: College Publications.
Tavinor, Grant. 2005. “Videogames and Interactive Fiction.”
of these is worth exploring. If we want to come to Philosophy and Literature 29: 24–40.
an ever greater understanding of fiction, we must . 2009. The Art of Videogames. Oxford: Wiley-
explore fiction in all of its mediums and never dis- Blackwell.
Walters, Lee. 2017. “Fictionality and Imagination, Revisited.”
miss something as “just” a game. The Journal of Aesthetics and Art Criticism. 75: 15–21.
Through all of these arguments I have, I hope, Walton, Kendall L. 1990. Mimesis as Make-Believe: On the
established useful new vocabulary and laid the Foundations of the Representational Arts. Harvard Univer-
groundwork for further study of video games as sity Press.
. 2015. “Fiction and Imagination—Mind the Gap.” In
challenging but rewarding works of fiction and of In Other Shoes: Music, Metaphor, Empathy, Existence, 17–35.
interactive fiction as a whole. There is doubtlessly Oxford University Press.
much more to be said about the fictional content
of video games, and, if I am correct in positing 1. For the purpose of this article, I make no distinction
video games and their playthroughs as coun- between “video games” and “computer games.”
2. For a thorough discussion of this question, see Rob-
terexamples to Walton’s claims, more work to be
son and Meskin (2012) and Tavinor (2009).
done in determining the nature of fictional truth 3. For more on the comparison between video games
as well.7 and the performing arts, see Meskin and Robson (2012, 215).
4. There is some debate over what makes a “faithful”
performance. For the sake of my argument, I assume that
MARISSA D. WILLIS
faithful performances include all fictional truths that are
Flower Mound, Texas 75028 contained within the work itself. For more on faithful per-
formances, see Davies (2003).
internet: willisrissa@gmail.com
5. See Tavinor (2005) and Meskin and Robson (2012).
6. Walters (2017) provides a slightly longer definition
than this to try and better include ongoing series, but this
references definition works well enough for video games and Star Wars.
7. This article started life as the first half of my B.Phil.
Davies, Stephen. 2003. “Ontology of Art.” In The Oxford Hand- thesis at Oxford University. As such, I am indebted to my su-
book of Aesthetics, edited by Jerrold Levinson, 155–180. Ox- pervisor, Dr. James Grant, without whom this article would
ford University Press.
surely have never been completed, as well as my fellow stu-
Meskin, Aaron, and Jon Robson. 2012. “Fiction and Fic-
dents. I am also thankful to the editor of this journal and
tional Worlds in Videogames.” In The Philosophy of Com-
puter Games, edited by John Richard Sageng, Hallvard
my anonymous reviewers for their very helpful comments,
Fossheim, and Tarjei Mandt Larsen, 200–217. Dordrecht: to my parents and my God for getting me through graduate
Springer. school, to the Extra Credits team and McElroy family for
Robson, Jon, and Aaron Meskin. 2012. “Videogames and the inspiring this article, and to all the wonderful video game
First Person.” In Mimesis: Metaphysics, Cognition, Pragmat- creators out there. Great job.

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