Narrative in Games. Games and Narrative: a continuum.. InteractivityStorytelling.

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Presentation transcript:

Narrative in Games

Games and Narrative: a continuum.. InteractivityStorytelling

Or two different things There's a conflict between interactivity and storytelling: Most people imagine there's a spectrum between conventional written stories on one side and total interactivity on the other. But I believe that what you really have are two safe havens separated by a pit of hell that can absorb endless amounts of time, skill, and resources. -Walter Freitag, game designer.... the fundamental qualities that make a good game have remained unchanged and elusive. Consumers still flock to buy original, addictive, and fun games, leaving many flashy products with million-dollar budgets languishing in the $9.99 bin. These costly failures demonstrate that the consumer does not desire a cinematic experience, but rather a quality gaming experience. -Sid Meier, game designer. “Where gameplay is all about interactivity, narrative is about predestination. There is a pervasive feeling in the game design community that narrative and interactivity are antithetical.” - Mateas and Stern, “Interaction and Narrative”

Previous attempts

Recent successful attempts

Theory: Ludology vs. Narratologism Narratologist / Narrativist – scholar who uses “narrative and literary theory as the foundation upon which to build a theory of interactive media.” –M. Matteas Ludology – most often defined as the study of game structure (or gameplay) as opposed to the study of games as narratives or games as a visual medium.” – Game-research.com

Plot vs. Narrative Plot and narrative are often used interchangeably, but they don't necessarily operate as such. Plot refers to the pattern of events in a narrative; the sequence of events: the causal chain of “what happened and why.” – Princess was kidnapped.-> Hero finds out. -> Hero must rescue the princess by completing these tasks. -> If hero completes task, princess is saved. Narrative is the larger narrated story. This can exist without a plot or as a larger system in which plot exists. – Narrative does not necessarily require a causal chain. Could be a history of events or sequence, technically the level progression in Tetris could be a narrative.

Winter: Games tell stories A game’s narrative is the aspects of a game that contributes to it telling a story – Questions concerning whether games are narratives, or whether narrative provides just one way to look at games are still actively debated. Narrative is also used to describe the story itself Computer games stretch the notion of narrative – The interactivity of computer games, like the interactivity of hypertext, pushes hard against existing theories of linear narrative – No longer just one privileged story being told; many possible ways to experience a non-linear narrative (computer game, hypertext fiction)

Embedded vs Emergent Narratives Embedded narrative – Pre-generated narrative content that exists prior to a player’s interaction with the game – Cut scenes, back story – Are often used to provide the fictional background for the game, motivation for actions in the game, and development of story arc Emergent narrative – Arises from the player’s interaction with the gameworld, designed levels, rule structure – Moment-by-moment play in the game creates this emergent narrative – Varies from play session to play session, depending on user’s actions Game design involves employing and balancing the use of these two elements

Narrative descriptors A narrative descriptor is an element of a game that communicates aspects of its story to the player – Broad concept, which encompasses most visual elements of a game and its surrounding context Instructional text Cut scenes Interface elements (joystick, buttons, controller, and how they’re used) Visual elements comprising the field of view of the player

Instructional text

Cutscenes

Interface elements

Visual elements ‣ So do the visual elements of the game places you in space ‣ Wrap-around space also contributes to this feeling ‣ UFO ties into cultural understandings

Narrative through mechanics

Embedded Narratives Barry Ip: Narrative interventions 1. narrative presented as passive game screen; 2. narrative presented as on-screen text; 3. narrative presented as cut scene; 4. narrative presented as cut scene combined with on-screen text; 5. narrative presented as combination of gameplay, cut scene, and on-screen text; 6. narrative presented as combination of gameplay, sound, and textual cues; 7. short game prompts (mission hints or pointers) presented as on-screen text; 8. short game prompts (mission hints or pointers) presented as a cut scene; 9. short game prompts (mission hints or pointers) presented simultaneously as cut scene and on-screen text; 10. short game prompts (mission hints or pointers) presented as an integral part of gameplay; 11. short game prompts (mission hints or pointers) presented as gameplay, sound, and textual cues; 12. credit roll and/or ending sequence. Narrative Structures in Computer and Video Games: Part 1: Context, Definitiona and initial findings -Barry Ip

Embedded Narratives: analysis (1) Narrative Structures in Computer and Video Games: Part 1: Context, Definitiona and initial findings -Barry Ip

Embedded Narratives: analysis (2) Narrative Structures in Computer and Video Games: Part 1: Context, Definitiona and initial findings -Barry Ip

Story Graphs Narrative Structures in Computer and Video Games: Part 1: Context, Definitiona and initial findings -Barry Ip

Three act structure In medias res

The Amnesia problem

“Emotional rollercoaster”

Pacing

Take home (Ximplification) Everything contributes to the narrative – Intro screen – Framing – Interaction – Cut scenes / videos Structure and Pacing