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Movies Only Ask Questions, Not Provide Answers

@Sdreavmer · Mar 10, 01:08 PM

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Movies only raise questions or create desires, because their linear narrative prevents the audience from experiencing and seeking answers firsthand. Although the interactivity of games allows people to experience dilemmas through action, real-life questions can only be answered through irreversible real life.

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Critical Reading of Modern Culture and Narrative AestheticsInfo Asymmetry & Worldbuilding

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SdreavmerMar 10, 12:59 PM

Why is it said that films only raise questions? Or that they only create desire?

AI AssistantMar 10, 01:00 PM

Films "Only Raise Questions" or "Only Create Desire" — The Deep Logic Behind This Statement

1. The Essence of Film: Creating a Sense of Absence

As a medium, the fundamental structure of film is showing without giving. Everything presented on the screen — beautiful love, thrilling adventures, profound human struggles — the audience can only observe from afar, never touch. As one commentator points out, adult films "are not just about the body; they are more about 'absence.' They reflect the passion, the connection, and the desire for the unknown that is missing in our lives." This principle applies to all films. zsapam.com

Film allows you to see a possibility, but at the same time makes you realize that you do not have it. This is the basic mechanism of "creating desire."

2. Narrative Structure is Naturally "Questioning"

From a narrative perspective, good films usually do not provide closed answers but create tension and suspension:

  • Suspense is an unanswered question;
  • Character dilemmas are open ethical inquiries;
  • Open endings throw the thinking back to the audience.

Critic Robert Hughes once said: "People inscribe their history, beliefs, attitudes, desires, and dreams in the images they create." m.douban.com Images inscribe desire, but do not satisfy it — they carve the question into the audience's consciousness, leaving the answer forever suspended.

3. From Media Theory: Film as a "Dream Machine"

Communication scholar Paul Levinson proposed three stages of media evolution: Toy → Mirror → Art. The function of film in the "art" stage is no longer simply "reflecting reality" (mirror), but creating new realities, creating illusions. m.thepaper.cn

Creating an illusion is essentially creating an imagination that "the world could be like this" — and once imagination is aroused, it becomes an unfulfilled desire, an unanswered question.

4. Contrast with "Giving Answers": The Trap of Genre Films

In discussing genre films, Li Houchen points out that entertainment films are "a kind of fake food that never fills you up, a placebo." m.thepaper.cn Genre films try to "give answers" (the good guy wins, justice prevails, love is fulfilled), but this answer is a false satisfaction, leaving you feeling emptier after watching.

Truly good films — non-genre films — honestly admit that they can only raise questions:

Genre FilmsNon-Genre Films
Provide false answersHonestly raise questions
Create emptiness after brief satisfactionCreate lasting thought and unease
Close curiosityOpen curiosity

5. Summary of the Core Logic

"Films only raise questions / only create desire" has three layers of meaning:

  1. Media Level: Images are essentially "presentation of absence" — you see but cannot touch, naturally creating a sense of lack.
  2. Narrative Level: Good narratives are open-ended, refusing to provide cheap, closed answers.
  3. Philosophical Level: The true value of art is not to soothe, but to "change" — to unsettle, to make one question, to make one aware of the obscured problems in life.

As Li Houchen said, the core value of film is to make us "change," and the prerequisite for change is always a question that has been raised but not yet answered.

Film is not a cure, but a diagnosis. Its most profound power lies precisely in its refusal to pretend to have the answers.

SdreavmerMar 10, 01:01 PM

Is this determined by the characteristic of one-way, limited display? Why are other art forms rarely evaluated this way?

AI AssistantMar 10, 01:02 PM

One-Way Limited Display is Not Unique to Film — So Why Is Film Defined This Way?

Your question is very precise. Painting, sculpture, literature, and music are also "one-way displays" — the audience cannot enter the painting, touch the inside of the sculpture, or change the ending of the novel. Yet this kind of statement is indeed most concentrated in film theory. This is not accidental.


1. "One-Way Limited Display" is a Necessary Condition, But Not a Sufficient One

Let's start with a comparison:

FeaturePaintingLiteratureMusicTheaterFilm
One-way display✓✓✓✓✓
Viewer controls pace✓✓✗✗✗
Resembles reality✗✗✗Partial✓
Irreversible passage of time✗✗✓✓✓
Occupies both sight and sound✗✗✗Partial✓
Passive reception in darkness✗✗✗✗✓

One-way limited display is a commonality of all arts. What truly makes film a special "desire machine" is the superposition of the following items.


2. The Specificity of Film: Why It Is Considered Best at "Creating Desire"

1. The Gap Created by Verisimilitude is the Largest

Painting is color blocks and lines, literature is written symbols, music is abstract sound waves — they have a clear symbolic distance from reality; the viewer always knows "this is not real."

Film is different. The images captured by the camera look like reality itself. You see a person laughing, crying, running — it is almost indistinguishable from a real person in your daily experience. But when you reach out to touch it, there is only the screen.

This "seems real but is not real" creates the most intense sense of lack among all arts.

As Jin Yingcun pointed out in discussing the issue of time in contemporary art, Impressionist painters tried to "suggest" time on a two-dimensional plane, but always remained at the level of "expressing time" rather than "concretizing time" — film precisely achieves "concretizing time," thus the experience it evokes is closer to reality, and the gap is sharper. zgwypl.com

2. You Cannot Control the Pace — Passivity is Extreme

Reading a novel, you can stop to think, flip back to reread, and digest at your own pace. Looking at a painting, you decide where to look and for how long.

Film deprives you of all this. It decides the allocation of time for you. Images flow at 24 frames per second; you don't have time to think carefully before the next shot arrives.

This passivity is close to the structure of a dream. Film theorist Jean-Louis Baudry's "apparatus theory" points out: the dark screening room, the immobile body, the luminous screen ahead — this configuration regresses the viewer to a psychological state similar to dreaming or infancy. In this state, the person's defenses weaken, and desire is aroused more directly.

3. Occupying Both Sight and Sound — The Least Room for Reflection

Painting occupies only vision, literature only inner language, music only hearing. The viewer always has spare senses to "step back" and examine.

Film locks both eyes and ears simultaneously; you have almost no leeway to "observe yourself being influenced." This means the questions film raises do not arrive in conceptual form — they bypass reason and go straight to emotion and body.


3. Other Art Forms Are Also Evaluated This Way, Just in Different Discourse

You say "other art forms are rarely evaluated this way" — actually, it's not rare, just expressed differently:

Painting: Renowned critic Mao Shi'an said: "Thematic art creation should be a perceptual history, a kind of warm emotional call." He criticized many large-scale paintings for which "the power to move people has not increased with the size" — this is also saying that excellent painting should open questions, evoke emotions rather than directly provide a sense of fullness. reader.gmw.cn

Contemporary Art: Niu Xiaolong's thesis points out that the core creative ethics of Renaissance artists was "gaze—understand—create," while the biggest crisis in contemporary art is that "theoretical construction has covered the gaze" — that is, theoretical discourse answers the question for you, thereby destroying the openness that art should have. m-news.artron.net

Immersive Exhibitions: Zhao Xu observed that many so-called "immersive" exhibitions do not truly create immersion, degenerating into "Instagram-worthy exhibitions" for photo ops. True immersion requires the exhibits themselves to "continuously guide the audience to seek answers and verify their own conjectures" — this is precisely the logic of raising questions. zgwypl.com

So, "only raises questions / only creates desire" is not a unique evaluation of film. All good art does this.


4. So Why Is This Statement Most Prominent in the Field of Film?

The fundamental reason is not that film is "more advanced" than other arts, but:

Film is the art form with the shortest distance to reality among all traditional arts, yet it is ultimately not reality.

  • Painting is too far from reality; the viewer is mentally prepared from the start that "this is symbolic";
  • Literature, though it can infinitely approach psychological reality, still has a buffer of translation through the medium of words;
  • Music does not represent concrete things at all; the desire it evokes is diffuse and objectless;
  • Theater has living people present, with the possibility of interaction; the viewer is not completely passive.

Only film — it lets you see a complete, flowing, realistic world, and then tells you: none of this belongs to you.

This structural "show you but don't give you" makes the proposition "film only creates desire" manifest most purely, most sharply, and most unavoidably in this medium.


5. One-Sentence Summary

"One-way limited display" is a commonality of all arts, but film, due to the superposition of its verisimilitude, passivity, uncontrollable time, and full sensory coverage, pushes this commonality to an extreme — it is the art form that is most like life yet least like life, and therefore exposes the artistic essence of "raising questions without answering, creating desire without satisfying" most nakedly.

SdreavmerMar 10, 01:04 PM

Does the interactivity of games mean they possess an ability to answer that surpasses all other art forms? Or is whether an answer exists determined by its connection to reality, since only questions related to human life are expected to have an answer?

AI AssistantMar 10, 01:06 PM

Can Interactivity "Answer"? — A Question That Needs to Be Unpacked

Your follow-up hits the nail on the head. Let me break this question down into several layers.


1. Games Do Possess a Unique "Form of Answering" That Other Arts Lack

The interactivity of games grants a unique ability: to get feedback through action.

A film says "war is cruel" — you hear it. A novel describes hunger — you imagine it. But Papers, Please makes you personally let through a person you shouldn't have under the pressure of survival, and personally turn away a couple who should have been reunited. As one commentator analyzes, such games "no longer need to directly instill emotional experiences into the player; instead, they only need to 'place' the entire human mechanism that creates this set of emotional experiences in front of the player, allowing the player to recreate the emotional experience the creator intended to convey through interaction with this mechanism." gameres.com

In this sense, games possess an answering ability:

Expression in Traditional ArtExpression in Games
"Power corrupts"After gaining power, you find yourself actually starting to make corrupt choices
"Moral dilemmas are painful"You truly feel the inner turmoil of struggling in a dilemma
"The price of freedom is responsibility"After gaining freedom, you bear the consequences of your choices

This is not an abstract proposition; it is firsthand experience. From this dimension, games do transcend "only raising questions."


2. But This "Answering" Has a Fundamental Limitation

Your second intuition is more profound: Only questions related to human life truly need an answer.

This precisely exposes the structural boundary of games' "answering ability":

Games are a Closed System, Life is an Open System

No matter how complex a game is, it is ultimately a finite system with preset rules by the designer, while the problems faced in life exist in an open system with unknown rules and blurred boundaries.

GameLife
RulesKnown, finiteUnknown, infinite
ConsequencesReversible (save/load)Irreversible
EndingFinite preset outcomes by designerUnknown to anyone
CostVirtualReal
TimeCan be paused, restartedIrreversible

When you face a moral choice in The Witcher 3, you can save, try, load, and try again. You eventually find an "optimal solution" or a "most satisfying ending." But can this "answer" be transferred to your real life?

Probably not. Because in real life:

  • You don't know what options exist
  • You don't know the consequences of your choices
  • You cannot start over
  • The concept of an "optimal solution" may not even exist

A Paradox Thus Emerges

The more a game makes a problem "answerable" (clear mechanics, explicit feedback, quantifiable consequences), the further it is from real life.

Conversely:

The more a game makes a problem "unanswerable" (ambiguous consequences, indiscernible right and wrong, unsettling open endings), the closer it is to real life — but also the closer it is to the "only raising questions" state of film and literature.

This means that the interactivity of games gives them a form of answering, but when the question truly touches the core of life, this form tends to self-destruct. The best games — This War of Mine, Undertale, Papers, Please — move people precisely not because they "gave answers," but because they made the player experience the impossibility of an answer through action.


3. Your Core Intuition: The Key is Not Interactivity, But Connection to Reality

I think this judgment is correct, but it needs further precision.

What Does "Connection to Reality" Mean?

It does not mean that an artwork must be realistic or depict daily life. Kafka's The Metamorphosis is about a man turning into an insect, with no "reality" to speak of, yet its connection to reality is extremely profound — because it touches on alienation, estrangement, and functional identity within family relationships — existential dilemmas everyone faces.

So "connection to reality" is more accurately: connection to the human condition.

And the human condition has a fundamental characteristic: it cannot be fully objectified.

You can model a weather system, an economic system, a war system — games are good at these. But you cannot model "how should I live my life," because the questioner, answerer, and bearer of this question are the same person, and this person is constantly changing.

Therefore, Truly Important Questions Naturally Resist Closed Answers

  • "What should I pursue?" — No system can answer this for you
  • "Is this relationship worth maintaining?" — No algorithm can weigh this for you
  • "Faced with injustice, should I compromise or resist?" — No simulation can replace your real stakes

These questions need answers, but only through irreversible action in real life can you obtain your own answer. Any art form — whether interactive or not — can only do two things:

  1. Help you see the problem clearly (questioning)
  2. Let you rehearse the process of seeking an answer (practice)

But it cannot live out the answer for you.


4. Repositioning the Truly Unique Value of Game Interactivity

If we accept the above analysis, then the truly unique value of game interactivity is not "answering," but:

It allows people, in a safe environment, to experience the process of "seeking an answer but not finding one" in the first person.

Film cannot do this (you can only watch others seek), literature cannot do this (you can only imagine the process of seeking). Only games can do this — let you walk the path yourself, and then discover that the end of the path is not an answer, but deeper confusion.

One commentator accurately summarized this: the interactive narrative of games "from the ordinary page-turning of ergodic literature, to choosing the plot direction of a film, to controlling a character to explore the game world," contains not the logic of "answering," but "conativity" — a narrative structure that drives you to act, explore, and question. aj.xhu.edu.cn

That is, the place where game interactivity surpasses other arts is not that it can give answers, but that it can turn "questioning" itself into a firsthand experience.


5. Final Answer

Back to your question:

Does the interactivity of games grant them an "answering ability" that surpasses all other art forms?

On a technical level — yes, games can provide functional feedback within a closed system that other arts cannot.

But on an existential level — no art form can truly answer life's questions, because the answer to a life question is not information, but action itself. Game interactivity brings you closer to action, but between "closer" and "being it" lies an insurmountable chasm: real cost, real irreversibility, real stakes.

So, your second intuition is more fundamental: What determines whether a question is "answerable" is not the interactive form of the medium, but the existential connection between the questioner and the question. Only when you face a question with your own real, irreversible life can an answer emerge — and that is no longer the territory of any art; that is life itself.

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