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How Online Games Tell the Stories of Ordinary People

History and fiction alike tend to center the extraordinary, the powerful, the heroic, while the lives of ordinary people go largely untold.

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History and fiction alike tend to center the extraordinary, the powerful, the heroic, while the lives of ordinary people go largely untold. Games have a growing power to tell those ordinary stories, the everyday lives that other forms overlook, and in doing so they do something quietly valuable, giving voice and attention to the lives that are, after all, most of what human experience actually is.

The overlooked majority

Most people who ever lived were ordinary, and their stories are the ones history records least. Games can turn their attention to exactly these overlooked lives, telling the story of a common person in a common situation rather than a hero or a ruler. That choice to center the ordinary fills a real gap, because the everyday life is both the most representative of human experience and the least often told.

The ordinary life as worth telling

Games that tell ordinary stories affirm that such lives are worth telling, that there is meaning and interest in the everyday. This War of Mine tells the story not of soldiers but of civilians trying to survive, and it insists that their experience matters as much as any battle. That affirmation, that the ordinary life deserves its story, is itself a quietly radical stance in a culture of heroes.

A window into a time

An ordinary life is often the best window into a time, because it shows how most people actually lived rather than how the exceptional few did. A game that tells an everyday story conveys the texture of a period, its daily realities, its ordinary hopes and fears, more faithfully than one about great events. The ground-level view that ordinary stories provide is history at its most honest and intimate.

Giving voice to the voiceless

Ordinary people are, almost by definition, those whose voices history did not record, and games can give them a voice. By telling the story of someone who left no mark on the official record, a game speaks for the voiceless, imagining and honouring an experience that would otherwise be entirely lost. That act of giving voice to the unheard is among the more meaningful things the medium can do.

The texture of everyday life

Ordinary stories live in texture, the small details and rhythms of a daily life, and games capture that texture through the act of living it. Rather than summarising a life, a game lets you move through its ordinary days, its routines and small struggles, and that lived detail is what makes an everyday story real. The texture of the ordinary, so easily lost, is exactly what a game can hold.

Dignity for the common life

Telling an ordinary person's story with care gives it dignity, treating a common life as worthy of attention and respect. In a culture that reserves its stories for the remarkable, a game that honours the ordinary grants a kind of dignity that the everyday life rarely receives. That dignity, the simple act of taking a common life seriously enough to tell it, is part of the value of these stories.

Connection through shared humanity

Ordinary stories connect because we recognise ourselves in them. The struggles of a common person are closer to our own than the exploits of a hero, and a game that tells an everyday story lets us see our shared humanity in a life unlike our own in circumstance but like it in essence. That recognition, that this ordinary person is in some deep way like me, is what makes these stories move us.

The collective story

Many ordinary lives together make up the real story of a time, the collective experience that the official account reduces to a few names. Games can tell that collective story by telling individual ordinary ones, building from the particular to a truer picture of what a time was actually like for most people. The sum of ordinary lives is the real history, and games can help us see it.

Empathy for lives unlike our own

Telling ordinary stories from circumstances very different from our own builds empathy, letting us feel for people whose lives we would otherwise never imagine. A game that puts us inside an ordinary life in another time or place fosters an understanding of it that no summary could, and that empathy for the unfamiliar ordinary is a genuine good. It widens the circle of lives we can imagine and care about.

The everyday given its due

What these games finally do is give the everyday its due, telling the ordinary stories that other forms overlook and insisting, through the telling, that they matter. For anyone who believes that ordinary lives are worth remembering, that most of human experience is exactly these untold everyday stories, games that bring them forward with care and dignity are doing something genuinely worthwhile, and something the medium is unusually well suited to.

MC
Michael Clark

Michael writes about Indigenous culture, language revitalisation and community education. He approaches every subject from the perspective of what understanding costs and what it makes possible.

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