A Functional Perspective on Narrative in Computer Games - Wolf Maul
A Functional Perspective on Narrative in Computer Games - Wolf Maul
A Functional Perspective on Narrative in Computer Games - Wolf Maul
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A <str<strong>on</strong>g>Functi<strong>on</strong>al</str<strong>on</strong>g> <str<strong>on</strong>g>Perspective</str<strong>on</strong>g> <strong>on</strong> <strong>Narrative</strong> <strong>in</strong> <strong>Computer</strong> <strong>Games</strong><br />
by<br />
<strong>Wolf</strong>gang <strong>Maul</strong><br />
Submitted to the Faculty of Extensi<strong>on</strong><br />
University of Alberta<br />
<strong>in</strong> partial fulfillment of the requirements for the degree of<br />
Master of Arts <strong>in</strong> Communicati<strong>on</strong>s and Technology<br />
September 25, 2003
Acknowledgements<br />
I would like to thank my advisor Bert E<strong>in</strong>siedel<br />
I would also especially like to thank Tams<strong>in</strong> Bohnet for her many sacrifices and<br />
critical assistance <strong>in</strong> complet<strong>in</strong>g this project.<br />
And Griff<strong>in</strong>, who was a welcome additi<strong>on</strong> to the team.<br />
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Table of C<strong>on</strong>tents<br />
Abstract…………………………………………….……………………. 4<br />
Introducti<strong>on</strong>……………………………………………………………… 5<br />
Review of Literature……………………………………………………. 10<br />
Methodology…………………………………………………..………… 15<br />
F<strong>in</strong>d<strong>in</strong>gs…………………………………………………….…………… 22<br />
Discussi<strong>on</strong>/C<strong>on</strong>clusi<strong>on</strong>…………………………………….…….……. 44<br />
Further C<strong>on</strong>siderati<strong>on</strong>s……………………………………….……….. 46<br />
References………………………………………………………..….… 48<br />
Footnotes……………………………………………………………….. 50<br />
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Abstract<br />
Thanks to ever-improv<strong>in</strong>g technology and an <strong>in</strong>creas<strong>in</strong>gly diverse market,<br />
computer games have evolved <strong>in</strong>to a lucrative <strong>in</strong>dustry and are becom<strong>in</strong>g a powerful<br />
medium for creative expressi<strong>on</strong>. There is still debate, however, c<strong>on</strong>cern<strong>in</strong>g whether or<br />
not computer games are suitable – or even possible – vehicles for narrative. While<br />
arguments <strong>on</strong> both sides have tended to assume a traditi<strong>on</strong>al def<strong>in</strong>iti<strong>on</strong> of narrative –<br />
<strong>on</strong>e based <strong>on</strong> traditi<strong>on</strong>al media – I have attempted to redef<strong>in</strong>e narrative as it applies to<br />
computer games. Us<strong>in</strong>g my adaptati<strong>on</strong> of Gary F<strong>in</strong>e’s Frame Theory, I have analyzed<br />
three representative computer games – Riven (Cyan, 1997), Baldur’s Gate II: Shadows<br />
of Amn (Bioware, 2000) and The L<strong>on</strong>gest Journey (Fun Com, 1999) – <strong>in</strong> terms of their<br />
<strong>in</strong>terface, game play, and storyl<strong>in</strong>es. Based <strong>on</strong> my observati<strong>on</strong>s, I have c<strong>on</strong>cluded that<br />
narrative <strong>in</strong> computer games can be def<strong>in</strong>ed as ‘agency <strong>in</strong> c<strong>on</strong>text’. By this new<br />
def<strong>in</strong>iti<strong>on</strong>, agency is a core element of, rather than a distracti<strong>on</strong> from, narrative, and<br />
narrative plays a functi<strong>on</strong>al role <strong>in</strong> agency. By refram<strong>in</strong>g our th<strong>in</strong>k<strong>in</strong>g about computer<br />
narrative and refra<strong>in</strong><strong>in</strong>g from over-comparis<strong>on</strong>s with traditi<strong>on</strong>al media, we should be<br />
able to create better – more functi<strong>on</strong>al and enjoyable – narrative experiences.<br />
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A <str<strong>on</strong>g>Functi<strong>on</strong>al</str<strong>on</strong>g> <str<strong>on</strong>g>Perspective</str<strong>on</strong>g> <strong>on</strong> <strong>Narrative</strong> <strong>in</strong> <strong>Computer</strong> <strong>Games</strong><br />
Teresa Blake’s life had become frustrat<strong>in</strong>g and depress<strong>in</strong>g due to a physical illness that<br />
had robbed her of her strength. Her c<strong>on</strong>diti<strong>on</strong> c<strong>on</strong>t<strong>in</strong>ued to limit her ability to <strong>in</strong>teract with the<br />
world, and her existence had shrunk smaller and smaller. Teresa no l<strong>on</strong>ger had the strength or<br />
stam<strong>in</strong>a for lift<strong>in</strong>g or walk<strong>in</strong>g, and had difficulty with even simple tasks such as hold<strong>in</strong>g a<br />
teacup. The possibility of enjoy<strong>in</strong>g athletic pursuits, as she <strong>on</strong>ce had, had dim<strong>in</strong>ished until it<br />
was a distant – perhaps impossible – dream.<br />
In the fantasy world of <strong>on</strong>e particular game, however, this reality could all be forgotten. In<br />
that world she could be as str<strong>on</strong>g as she wanted. Her warrior alter ego was able to vanquish<br />
dem<strong>on</strong>s with a wide array of weap<strong>on</strong>ry wielded with a strength and agility that she no l<strong>on</strong>ger<br />
possessed <strong>in</strong> the real world. The quest through evil, creature-<strong>in</strong>fested dunge<strong>on</strong>s became a fight<br />
aga<strong>in</strong>st more than virtual m<strong>on</strong>sters; it became a struggle aga<strong>in</strong>st her own dem<strong>on</strong>s. Her<br />
participati<strong>on</strong> <strong>in</strong> the game’s story – that of a hero overcom<strong>in</strong>g a seem<strong>in</strong>gly unc<strong>on</strong>querable<br />
adversary – brought her <strong>on</strong> a psychological journey that paralleled and helped her cope with<br />
her real-life struggle.<br />
Stories can have powerful effects <strong>on</strong> us. Enacted <strong>in</strong> virtual worlds, they can transport us<br />
and allow us a range of experience bey<strong>on</strong>d the c<strong>on</strong>f<strong>in</strong>es of our physical realities. [See footnotes<br />
for a list of relevant titles <strong>on</strong> this subject. 1 ] They also provide us with a shared framework from<br />
which to reflect <strong>on</strong> our comm<strong>on</strong> experience. <strong>Narrative</strong>, as a meta-language of communicati<strong>on</strong><br />
and encoded mean<strong>in</strong>g, is both functi<strong>on</strong>al and enjoyable. It c<strong>on</strong>stitutes a significant part of our<br />
5
enterta<strong>in</strong>ment space, engag<strong>in</strong>g us both emoti<strong>on</strong>ally and <strong>in</strong>tellectually and allow<strong>in</strong>g us to peek<br />
bey<strong>on</strong>d the boundaries of our own lives to open our m<strong>in</strong>ds to new possibilities.<br />
Given the popularity and power of narratives, there is an understandable eagerness to<br />
explore the possibility of their development us<strong>in</strong>g the computer’s ability to receive, deliver and<br />
execute <strong>in</strong>structi<strong>on</strong>s <strong>on</strong> data. As a vehicle for narrative, the computer’s <strong>in</strong>teractive technology<br />
seems to offer c<strong>on</strong>siderable promise, and the ability to reach people <strong>in</strong> new ways is of<br />
particular <strong>in</strong>terest to communicators and artists.<br />
<strong>Computer</strong>s seem to promise a quality of narrative we have never experienced before,<br />
based <strong>on</strong> ficti<strong>on</strong>al worlds <strong>in</strong> which we are free to act and <strong>in</strong>teract. Ideally, the result would be<br />
narrative with unprecedented engagement and emoti<strong>on</strong>al impact. The passive reader/viewer<br />
could become an active participant, experienc<strong>in</strong>g the narrative with all the emoti<strong>on</strong>al weight<br />
and psychological significance associated with tak<strong>in</strong>g acti<strong>on</strong>.<br />
Video and computer games have become very lucrative <strong>in</strong> recent years and have grown<br />
<strong>in</strong>to a significant porti<strong>on</strong> of the overall enterta<strong>in</strong>ment <strong>in</strong>dustry. Accord<strong>in</strong>g to the Enterta<strong>in</strong>ment<br />
Software Associati<strong>on</strong>, sales of enterta<strong>in</strong>ment software <strong>in</strong> the U.S. reached $6.9 billi<strong>on</strong> <strong>in</strong> 2002 -<br />
a 115 percent <strong>in</strong>crease s<strong>in</strong>ce 1995. This figure compares to about $10 billi<strong>on</strong> <strong>in</strong> music sales<br />
(Nielsen Soundscan), $8.7 billi<strong>on</strong> <strong>on</strong> retail DVDs and $9.3 billi<strong>on</strong> <strong>on</strong> movies at the box office<br />
(DVD Enterta<strong>in</strong>ment Group).<br />
The l<strong>in</strong>ks between these different <strong>in</strong>dustry sectors are also grow<strong>in</strong>g, with computer games<br />
f<strong>in</strong>d<strong>in</strong>g a place <strong>in</strong> the market<strong>in</strong>g of major enterta<strong>in</strong>ment franchises. Tie-<strong>in</strong>s between Hollywood<br />
movies (The Matrix, Lord of the R<strong>in</strong>gs, Star Wars) and the c<strong>on</strong>sole and computer games<br />
<strong>in</strong>dustry are becom<strong>in</strong>g standard, with coord<strong>in</strong>ated release dates and plot and character<br />
6
crossovers. Actors, <strong>in</strong>clud<strong>in</strong>g major stars, are lend<strong>in</strong>g their voices, faces and bodies to game<br />
creati<strong>on</strong>. Increas<strong>in</strong>gly, other artists, such as writer Tom Clancy (Books: Clear and Present<br />
Danger, Patriot <strong>Games</strong>, Red Storm Ris<strong>in</strong>g, Game: Ghost Rec<strong>on</strong>) and music group Def Jam<br />
(Def Jam Vendetta – PS2/Gamecube), have also started to become comm<strong>on</strong>ly associated with<br />
game titles.<br />
Now that computer ownership has become ma<strong>in</strong>stream rather than the doma<strong>in</strong> of<br />
technophiles, the market for computer games has broadened. The demographics of game<br />
players are widen<strong>in</strong>g to <strong>in</strong>clude a larger cross-secti<strong>on</strong> of the populati<strong>on</strong> <strong>in</strong> terms of both age<br />
and <strong>in</strong>terests. Accord<strong>in</strong>g to the Enterta<strong>in</strong>ment Software Associati<strong>on</strong> (theesa.com) 50% of all<br />
Americans six and older now play computer and video games. This <strong>in</strong>cludes veterans of game<br />
play, new players <strong>on</strong>ly recently attracted to games, and children who have never known a<br />
world without computer games. All of these players br<strong>in</strong>g their divergent tastes, skills and<br />
expectati<strong>on</strong>s to the game envir<strong>on</strong>ment. This shift <strong>in</strong> demographics gives developers an<br />
<strong>in</strong>centive to create games with broader appeal. First pers<strong>on</strong> shooters still do well with the<br />
traditi<strong>on</strong>al gam<strong>in</strong>g market – young s<strong>in</strong>gle males – but other genres are ga<strong>in</strong><strong>in</strong>g momentum. The<br />
Sims, for example, a simulati<strong>on</strong> game <strong>in</strong> which players nurture characters with the goal of<br />
mak<strong>in</strong>g them happy and successful, has recently become the best-sell<strong>in</strong>g computer game <strong>in</strong><br />
history.<br />
The game <strong>in</strong>dustry markets many games with the assurance that they tell stories <strong>in</strong> which<br />
the player is an <strong>in</strong>tegral part. The box cover of The L<strong>on</strong>gest Journey promises the player the<br />
chance to become a character with "the power to walk between worlds," with "a dest<strong>in</strong>y…<br />
foretold <strong>in</strong> a hundred tales." "As the tides of chaos ga<strong>in</strong> momentum the fate of everyth<strong>in</strong>g lies<br />
7
<strong>in</strong> the hands of <strong>on</strong>e pers<strong>on</strong>." Similarly, <strong>in</strong> Balder's Gate the box teases: "[T]he stakes have<br />
become much higher. Will you resist the evil with<strong>in</strong> you, and forge a legend of heroic<br />
proporti<strong>on</strong>s? Or will you embrace your m<strong>on</strong>strous <strong>in</strong>ner nature, and carve a swath of<br />
destructi<strong>on</strong> across the Realms?"<br />
Most often, however, when computer games are discussed outside the gam<strong>in</strong>g world, the<br />
focus is <strong>on</strong> their k<strong>in</strong>etic play, frenetic acti<strong>on</strong> and violence. Rarely are they analyzed for their<br />
narrative potential, a subject still c<strong>on</strong>f<strong>in</strong>ed mostly to academic debate (and taken as a given by<br />
most players <strong>in</strong> the gam<strong>in</strong>g community). Some critics go as far as to questi<strong>on</strong> the quality of any<br />
narrative associated with computer games and their overall value as anyth<strong>in</strong>g more than<br />
unsophisticated, juvenile diversi<strong>on</strong>s. In the end, they argue, the stories games may tell compare<br />
poorly to those found <strong>in</strong> more established media such as novels and films, and any claims of<br />
<strong>in</strong>teractive narrative <strong>in</strong> games are more market<strong>in</strong>g hyperbole than fact.<br />
Do computer games tell stories? Are they truly <strong>in</strong>teractive narrative? If they do tell stories,<br />
why d<strong>on</strong>’t they seem to tell ‘good’ <strong>on</strong>es? Is it a limitati<strong>on</strong> of the medium, or a failure of<br />
authorship? Or is it <strong>on</strong>ly a perceived failure? Answers to these questi<strong>on</strong>s have been surpris<strong>in</strong>g<br />
elusive. One reas<strong>on</strong> might be the <strong>in</strong>herent difficulty <strong>in</strong> analyz<strong>in</strong>g any new medium, especially<br />
<strong>on</strong>e that departs as significantly from what has come before as the computer does. The pr<strong>in</strong>ted<br />
word and film are well established, both as creative palettes for narrative expressi<strong>on</strong> and as<br />
subjects of detailed critical analysis. It is difficult, but essential, to refra<strong>in</strong> from automatically<br />
carry<strong>in</strong>g forward these modalities to the analysis of computer games without first assess<strong>in</strong>g<br />
their validity for that purpose.<br />
8
Reviewers of computer games tend to <strong>in</strong>clude several standard criteria for evaluati<strong>on</strong>:<br />
multimedia elements, game play, and story. Multimedia elements <strong>in</strong>clude graphics, sounds,<br />
musical score, and special effects. Game play refers to the visual (<strong>on</strong>-screen) and physical<br />
(<strong>in</strong>put device) <strong>in</strong>terfaces, as well as perspective and difficulty. Story refers to characters, plots,<br />
and other story elements. Overall scores take all these elements <strong>in</strong>to account with vary<strong>in</strong>g<br />
emphasis depend<strong>in</strong>g <strong>on</strong> the reviewer’s target market and pers<strong>on</strong>al biases.<br />
Statement of Problem<br />
In order to undertake an analysis of narrative <strong>in</strong> computer games, we need to beg<strong>in</strong> by<br />
ask<strong>in</strong>g some basic questi<strong>on</strong>s. How is narrative created <strong>in</strong> a computer game, and how does it<br />
relate to game play? How does the player experience it, and what is the process that forms<br />
player experience? And f<strong>in</strong>ally - and most fundamentally - how do we def<strong>in</strong>e narrative <strong>in</strong> this<br />
new medium? Answer<strong>in</strong>g these questi<strong>on</strong>s will provide us with the framework from which to<br />
speculate about what makes good narrative <strong>in</strong> a game, an issue of <strong>in</strong>terest both to critics and to<br />
developers work<strong>in</strong>g with<strong>in</strong> the medium.<br />
Surpris<strong>in</strong>gly, the questi<strong>on</strong> of narrative <strong>in</strong> games has not yet been the subject of much<br />
<strong>in</strong>vestigati<strong>on</strong>. This deficiency can be attributed <strong>in</strong> part to the difficulty <strong>in</strong> positi<strong>on</strong><strong>in</strong>g the<br />
subject with<strong>in</strong> a particular academic field. Until fairly recently, there was no logical home for<br />
computer game study and those who wished to pursue it could f<strong>in</strong>d themselves <strong>in</strong> <strong>on</strong>e of<br />
several departments <strong>in</strong>clud<strong>in</strong>g literature or film studies, media studies, or comput<strong>in</strong>g science.<br />
The establishment of new university courses and programs, such as The History of <strong>Computer</strong><br />
Game Design at Pr<strong>in</strong>cet<strong>on</strong>, Simulati<strong>on</strong> and Gam<strong>in</strong>g at Indiana State, and a Masters of Arts<br />
program <strong>in</strong> <strong>Computer</strong> <strong>Games</strong> at Northumbria University <strong>in</strong> the UK, al<strong>on</strong>g with the publicati<strong>on</strong><br />
9
of more books and professi<strong>on</strong>al trade publicati<strong>on</strong>s such as Game Studies (gamestudies.org),<br />
Game Research (game-research.com) and Gamasutra (gamasutra.com), is beg<strong>in</strong>n<strong>in</strong>g to enable<br />
a much greater degree of <strong>in</strong>formati<strong>on</strong> shar<strong>in</strong>g.<br />
The academic field of Game Studies, like the game <strong>in</strong>dustry itself, is now start<strong>in</strong>g to attract<br />
more attenti<strong>on</strong>. Explorati<strong>on</strong> of the issue of narrative <strong>in</strong> games, however, has centered <strong>on</strong><br />
theoretical debate, and very little direct research has been d<strong>on</strong>e. It seems that a more<br />
quantitative exam<strong>in</strong>ati<strong>on</strong> is warranted – not just of the ‘texts’ (software), but also of the<br />
player’s experience of them. By <strong>in</strong>clud<strong>in</strong>g user percepti<strong>on</strong>s <strong>in</strong> our explorati<strong>on</strong>s of narrative’s<br />
role <strong>in</strong> computer games, we may be able to def<strong>in</strong>e more useful, and accurate, parameters for its<br />
study.<br />
Review of Literature<br />
An exam<strong>in</strong>ati<strong>on</strong> of the literature <strong>on</strong> narrative <strong>in</strong> computer games should beg<strong>in</strong> with Janet<br />
Murray’s 1997 book Hamlet <strong>on</strong> the Holodeck: The Future of <strong>Narrative</strong> <strong>in</strong> Cyberspace. Though<br />
not the first work <strong>on</strong> this subject – Brenda Laurel’s book <strong>Computer</strong>s as Theatre (1991)<br />
approaches the subject from a dramatic rather than a literary perspective – Murray’s treatment<br />
has provoked thought and discussi<strong>on</strong> s<strong>in</strong>ce its publicati<strong>on</strong>. Murray, who is currently at Georgia<br />
Tech’s School of Literature, Communicati<strong>on</strong> and Culture, and was formerly director of the<br />
Program <strong>in</strong> Advanced Interactive <strong>Narrative</strong> Technology (PAINT) at MIT, was <strong>on</strong>e of the first<br />
to approach the questi<strong>on</strong> of narrative <strong>in</strong> computer games from a perspective n<strong>on</strong>-specialists<br />
could understand and relate to. Her ideas, with both supporters and critics, have arguably<br />
become the standard po<strong>in</strong>t of departure for the analysis and discussi<strong>on</strong> of narrative <strong>in</strong> computer<br />
games.<br />
10
The word Murray uses to describe narratives <strong>on</strong> computers (<strong>in</strong>clud<strong>in</strong>g those <strong>in</strong> computer<br />
games) is cyberdrama. She (al<strong>on</strong>g with others shar<strong>in</strong>g her perspective) sees the computer as a<br />
promis<strong>in</strong>g tool for the creati<strong>on</strong> of participatory narratives <strong>in</strong> which the viewer becomes<br />
empowered to <strong>in</strong>teract with the ficti<strong>on</strong>al world. This viewer, likely enact<strong>in</strong>g the role of a<br />
character with<strong>in</strong> the story, is able to become deeply <strong>in</strong>volved <strong>in</strong> the ficti<strong>on</strong> and shape the<br />
experience as a whole by <strong>in</strong>fluenc<strong>in</strong>g the story’s plot and characters. The experience would be<br />
much like that of read<strong>in</strong>g a novel or watch<strong>in</strong>g a movie, but without the viewer be<strong>in</strong>g relegated<br />
to the sidel<strong>in</strong>es. Although the details of the f<strong>in</strong>al experience would be left to the computer and<br />
the participant, the cyberdrama would still reta<strong>in</strong> the <strong>in</strong>spirati<strong>on</strong> and directi<strong>on</strong> of a human<br />
author. The author, by creat<strong>in</strong>g and c<strong>on</strong>stra<strong>in</strong><strong>in</strong>g c<strong>on</strong>tent and computer programm<strong>in</strong>g, would<br />
ensure that the experience as a whole reta<strong>in</strong>ed the c<strong>on</strong>sistency, coherence and depth we expect<br />
of other narrative forms.<br />
The literature <strong>on</strong> cyberdrama from Murray and others (<strong>in</strong>clud<strong>in</strong>g Barbara Hayes-Roth<br />
(1998) and Andrew Stern (1998)) tends to focus <strong>on</strong> two elements necessary to its success: the<br />
creati<strong>on</strong> of believable computer characters and the development of a storytell<strong>in</strong>g computer A.I.<br />
(artificial <strong>in</strong>telligence). At their core, they argue, all narratives are built up<strong>on</strong> the <strong>in</strong>teracti<strong>on</strong> of<br />
characters, and str<strong>on</strong>g and mean<strong>in</strong>gful stories require equally str<strong>on</strong>g characters. These<br />
characters must <strong>in</strong>teract believably with each other, and with the participant, while act<strong>in</strong>g<br />
with<strong>in</strong> the c<strong>on</strong>stra<strong>in</strong>ts of the story as a whole. Even more fundamentally, though, cyberdrama<br />
requires computer AI: a story c<strong>on</strong>troller that enables the user to act freely with<strong>in</strong> the ficti<strong>on</strong>al<br />
world and yet is able to direct the overall acti<strong>on</strong>. The game is programmed with the ability to<br />
11
c<strong>on</strong>trol the directi<strong>on</strong> of the plot and n<strong>on</strong>-player characters enough to ensure that there is a<br />
climax, a resoluti<strong>on</strong>, and a satisfy<strong>in</strong>g end<strong>in</strong>g.<br />
Thus the goal of cyberdrama is essentially a computer-enhanced versi<strong>on</strong> of narrative as it<br />
already exists. The visi<strong>on</strong> of Janet Murray is succ<strong>in</strong>ct and earnest: "I am ask<strong>in</strong>g if we can hope<br />
to capture <strong>in</strong> cyberdrama someth<strong>in</strong>g as true to the human c<strong>on</strong>diti<strong>on</strong>, and as beautifully<br />
expressed, as the life that Shakespeare captured <strong>on</strong> the Elizabethan stage" (Murray, 1997, p.<br />
274). And from Barabara Hayes-Roth: "My artistic premise is that we should strive for an<br />
<strong>in</strong>teractive story experience that achieves for the participant the same artistic goals achieved by<br />
the great works of ficti<strong>on</strong> <strong>in</strong> the traditi<strong>on</strong>al media of books, films, and theater: Joy…,<br />
Rapture…, [and] Enlightenment..." (Hayes-Roth, 1998, p. 12).<br />
As c<strong>on</strong>v<strong>in</strong>ced as its supporters are, however, cyberdrama also has its critics. Some, based<br />
<strong>on</strong> c<strong>on</strong>cepts <strong>in</strong> Narratology (the study of narrative), argue that the term ‘narrative’ must, by<br />
def<strong>in</strong>iti<strong>on</strong>, <strong>in</strong>clude a narrator (or implied narrator) and a narratee or narratees. "So a mere story<br />
is not sufficient to make someth<strong>in</strong>g a narrative, as there must also be a narrative situati<strong>on</strong><br />
imply<strong>in</strong>g the presence of narrators and narratees" (Eskel<strong>in</strong>en, 2001, p. 3). Furthermore, they<br />
argue, the term cannot be applied to someth<strong>in</strong>g enacted and c<strong>on</strong>structed <strong>in</strong> real-time, but<br />
requires that a dist<strong>in</strong>cti<strong>on</strong> be made between the time frames of the events described and their<br />
descripti<strong>on</strong>. In fact, <strong>on</strong>e of the primary functi<strong>on</strong>s of narrative is to c<strong>on</strong>struct <strong>on</strong>e time frame<br />
from with<strong>in</strong> another (Eskel<strong>in</strong>en, 2001).<br />
<strong>Computer</strong> games must necessarily break from this temporal relati<strong>on</strong>ship dur<strong>in</strong>g times<br />
when the participant acts. The narrator/narratee relati<strong>on</strong>ship becomes impossible as story time<br />
collapses <strong>in</strong>to the present; <strong>in</strong>teractivity cannot, therefore, coexist with narrati<strong>on</strong> (Poole, 2000;<br />
12
Juul, 2001). From this perspective, games with undeniably narrative elements, such as the cut-<br />
scenes <strong>in</strong>serted between acti<strong>on</strong> sequences, simply jump between <strong>on</strong>e form (the game) and<br />
another (video or textual sequences). The result is not a game narrative, but rather a lam<strong>in</strong>ati<strong>on</strong><br />
of the narrative text <strong>on</strong>to the k<strong>in</strong>etic acti<strong>on</strong> of the game.<br />
Evidence of this critical problem can be seen <strong>in</strong> the failure of games to tell compell<strong>in</strong>g<br />
stories that <strong>in</strong>clude the depth <strong>in</strong> characters and <strong>in</strong> plot that we expect from exist<strong>in</strong>g forms<br />
(Darley, 2000). Moreover, narrative often seems an unnecessary, perhaps even disruptive,<br />
additi<strong>on</strong> to the pure acti<strong>on</strong> of the game, <strong>in</strong>hibit<strong>in</strong>g player agency and forc<strong>in</strong>g an artificial<br />
structure <strong>on</strong>to the game play (Poole 2000; Darley, 2000). Ultimately, these critics po<strong>in</strong>t out,<br />
computer games with str<strong>on</strong>g game-play and weak or even n<strong>on</strong>-existent narratives f<strong>in</strong>d popular<br />
success, while those with str<strong>on</strong>g stories and weak game-play are unlikely to attract players.<br />
Another school of thought, disagree<strong>in</strong>g with both cyberdramatists and their critics, see<br />
both arguments as based <strong>on</strong> a restrictive, and possible <strong>in</strong>appropriate, c<strong>on</strong>cepti<strong>on</strong> of narrative.<br />
New Media theorist Lev Man<strong>on</strong>vich po<strong>in</strong>ts out that “[i]nstead of narrati<strong>on</strong> and descripti<strong>on</strong>, we<br />
may be better off th<strong>in</strong>k<strong>in</strong>g about games <strong>in</strong> terms of narrative acti<strong>on</strong>s and explorati<strong>on</strong>. Rather<br />
than be<strong>in</strong>g narrated to, the player herself has to perform acti<strong>on</strong>s to move narrative forward—<br />
talk<strong>in</strong>g to other characters she encounters <strong>in</strong> the game world, pick<strong>in</strong>g up objects, fight<strong>in</strong>g<br />
enemies, and so <strong>on</strong>” (Manovich, 2001, p. 247). <strong>Narrative</strong>, as we normally c<strong>on</strong>ceive of it, is<br />
dematerialized <strong>in</strong> favor of the navigable database and algorithms of <strong>in</strong>teracti<strong>on</strong>.<br />
“<strong>Narrative</strong> acti<strong>on</strong>s” and “explorati<strong>on</strong>” imply a different category of narrative expressi<strong>on</strong><br />
based <strong>on</strong> criteria more appropriate to the new medium of the computer game. “Those who deny<br />
narrativity to games <strong>on</strong> the ground that the po<strong>in</strong>t is to play, not to hear stories nor to produce a<br />
13
trace readable as narrative adhere to a narrow <strong>in</strong>terpretati<strong>on</strong> of the word ‘is,’ an <strong>in</strong>terpretati<strong>on</strong><br />
that reduces the possible modes of participati<strong>on</strong> of a text <strong>in</strong> a narrative representati<strong>on</strong> to the<br />
traditi<strong>on</strong>al modes of literary narrativity” (Ryan, 2001, p. 13).<br />
Perhaps computer games as narrative forms are virtual until they are enacted. "What<br />
justifies us <strong>in</strong> call<strong>in</strong>g movies and drama narrative is the shape of the mental representati<strong>on</strong><br />
formed <strong>in</strong> the m<strong>in</strong>d of the spectator; if this spectator were to translate his mental image <strong>in</strong>to<br />
language, he would produce an act of narrati<strong>on</strong> - a diegetically presented narrative. A dramatic<br />
narrative is thus a virtual, or potential diegetic <strong>on</strong>e" (Ryan, 2001, p. 13).<br />
Another important criticism of the cyberdrama c<strong>on</strong>cept is that it depends <strong>on</strong> our ability to<br />
program A.I. sufficiently powerful to create well-formed narrative dur<strong>in</strong>g the course of game<br />
play – a goal which many believe may simply be unatta<strong>in</strong>able. (Br<strong>in</strong>gsjord, 2001) Without A.I.<br />
of this caliber, they w<strong>on</strong>der, how can we assume a c<strong>on</strong>sistent story will result when the<br />
unc<strong>on</strong>stra<strong>in</strong>ed player cannot be expected to act with any c<strong>on</strong>sistency or predictability? The<br />
tensi<strong>on</strong> and c<strong>on</strong>flict result<strong>in</strong>g from character and plot development as c<strong>on</strong>ceived by the author<br />
require specific acti<strong>on</strong>s that the player may or may not be prepared to deliver.<br />
If, for example, an author <strong>in</strong>tends an experience to be a tragedy al<strong>on</strong>g the l<strong>in</strong>es of Hamlet,<br />
but mid-way through the acti<strong>on</strong> the player decides it should be a romance, is it possible for the<br />
programm<strong>in</strong>g to accommodate such a change and still produce a cyberdrama of the quality and<br />
depth of the Shakespearean play? Given that no author <strong>in</strong> a traditi<strong>on</strong>al medium is asked to<br />
create <strong>in</strong> such detail while manag<strong>in</strong>g unpredictable elements, it may be unrealistic to expect<br />
just that of future game technology.<br />
14
Does a computer game have to be cyberdrama <strong>in</strong> order to deliver compell<strong>in</strong>g narrative?<br />
When we assume Hamlet is the goal, are we not c<strong>on</strong>f<strong>in</strong><strong>in</strong>g ourselves to prec<strong>on</strong>ceived noti<strong>on</strong>s of<br />
what is commendable and valuable? The c<strong>on</strong>cern over the potential capacity for computer AI<br />
to guide game characters and developments becomes a n<strong>on</strong>-issue when we aband<strong>on</strong> the<br />
requirements for both well-formed plots and complete player freedom. The questi<strong>on</strong> should be<br />
how games deliver narrative rather than whether they meet an <strong>in</strong>applicable standard of it.<br />
The task then rema<strong>in</strong>s to put forward a def<strong>in</strong>iti<strong>on</strong> of ‘narrative’ that fits the medium,<br />
keep<strong>in</strong>g <strong>in</strong> m<strong>in</strong>d that c<strong>on</strong>cepts such as narrative structure, the role of the participant, and the<br />
authority of the author – as well as the relati<strong>on</strong>ships between them - will need to be redef<strong>in</strong>ed.<br />
In terms of these relati<strong>on</strong>ships, computer games - despite the fact that they are often<br />
played al<strong>on</strong>e by a s<strong>in</strong>gle player – bear more resemblance to other forms participatory<br />
enterta<strong>in</strong>ment (role play<strong>in</strong>g games, for example) than they do to more passive media such as<br />
books or films.<br />
Central, then, to def<strong>in</strong><strong>in</strong>g (and evaluat<strong>in</strong>g) narrative <strong>in</strong> computer games is an<br />
understand<strong>in</strong>g of the player experience. Observ<strong>in</strong>g how a pers<strong>on</strong> navigates through a game,<br />
process<strong>in</strong>g <strong>in</strong>formati<strong>on</strong> and act<strong>in</strong>g <strong>on</strong> it, should be the first step <strong>in</strong> develop<strong>in</strong>g a model for<br />
analysis. Where the current literature fails is <strong>in</strong> provid<strong>in</strong>g a sufficient observati<strong>on</strong>-based<br />
explanati<strong>on</strong> of the process of narrative creati<strong>on</strong> with<strong>in</strong> the framework of a game.<br />
Methodology<br />
To that end, I choose three representative games, played them, and recorded the process.<br />
The games chosen were: The L<strong>on</strong>gest Journey by Fun Com, written and produced by Ragnar<br />
Tørnquest and released <strong>in</strong> 1999 (2000 <strong>in</strong> North America); Riven developed by Cyan, produced<br />
15
y Rand Miller, designed and directed by Robyn Miller and Richard Vander Wende, and<br />
released <strong>in</strong> 1997; and Baldur’s Gate II: Shadows of Amn developed by Bioware, executive<br />
producers Ray Muzyka and Greg Zeschuk, and released <strong>in</strong> 2000.<br />
I chose the games based <strong>on</strong> reviews (scores and reviewer op<strong>in</strong>i<strong>on</strong>s) <strong>on</strong> three gam<strong>in</strong>g web<br />
sites: The Adrenal<strong>in</strong>e Vault (avault.com), <strong>Games</strong> Doma<strong>in</strong> (gamesdoma<strong>in</strong>.com), and GameSpot<br />
(gamespot.com). I selected games represent<strong>in</strong>g a range of play<strong>in</strong>g styles, giv<strong>in</strong>g preference to<br />
those reviewed as hav<strong>in</strong>g str<strong>on</strong>g stories. They also reflect more recent technology (c. 2000) and<br />
had a dem<strong>on</strong>strable popularity, as measured by commercial success.<br />
The L<strong>on</strong>gest Journey was w<strong>in</strong>ner of GameSpot’s ‘Best Story’ and ‘Best Adventure Game<br />
of Year’ categories <strong>in</strong> the site’s “Best and Worst of 2000” awards; it was also a nom<strong>in</strong>ee <strong>in</strong> the<br />
‘Best Graphics’ category and for ‘Game of the Year’. It received overall game rat<strong>in</strong>gs of 9.3/10<br />
from GameSpot and 4.5/5 from Adrenal<strong>in</strong>e Vault. Other computer games with similar styles of<br />
game play <strong>in</strong>clude Grim Fandango (1998) and Escape from M<strong>on</strong>key Island (2000).<br />
Reviewers of the game said: “The story is the best I’ve experienced, the plot is deep and<br />
orig<strong>in</strong>al, and the characters complex and real” (Daigle, 2000, p. 4). The “…graphics, sound,<br />
music and gameplay all mesh <strong>in</strong> near-perfect unis<strong>on</strong> to create <strong>on</strong>e of the s<strong>in</strong>gle most immersive<br />
and addictive adventure offer<strong>in</strong>gs, ever” (Stewart, 2000, p. 5). “The L<strong>on</strong>gest Journey is <strong>on</strong>e of<br />
the best adventure games <strong>in</strong> years… it tells a great fairy tale filled with characters that you’ll<br />
remember l<strong>on</strong>g after the game is over” (Dul<strong>in</strong>, 2000, p. 1).<br />
Riven is the sequel to Myst (released <strong>in</strong> 1994), which is the sec<strong>on</strong>d best sell<strong>in</strong>g PC game of<br />
all time (eclipsed as top seller <strong>in</strong> 2003 by The Sims (2000)). Riven <strong>in</strong>cludes the same game play<br />
as Myst, but with improved graphics and a more detailed story. It was given a 7.8/10 rat<strong>in</strong>g by<br />
16
GameSpot and 4.5/5 by Adrenal<strong>in</strong>e Vault. Other games with similar game play are Myst<br />
(1994), The Crystal Key (2000), and Myst III: Exile (2001).<br />
Reviewers of Riven said: “This game is somewhere between a simulated world and a<br />
novelesque study of culture and legend. A full-featured mythology was researched and<br />
developed for this title, and it allows you to carve away your own perceptual positi<strong>on</strong>”<br />
(Thomas, 1998, p. 1). “Riven’s markedly improved graphics and sound further enhance the<br />
ambiance and make Riven even more immersive than its predecessor [Myst]”(Sengstack, 1997,<br />
p. 2). “Riven is all about: explor<strong>in</strong>g a new world full of unique be<strong>in</strong>gs, organic mach<strong>in</strong>es, and<br />
family <strong>in</strong>trigue… [I]t’s a leisurely paced, all-encompass<strong>in</strong>g, mentally challeng<strong>in</strong>g<br />
experience”(Sengstack, 1997, p. 2).<br />
Baldur's Gate II: Shadows of Amn is the sequel to the orig<strong>in</strong>al Baldur's Gate released <strong>in</strong><br />
1998. The new versi<strong>on</strong> features improved game play and more detailed character and story<br />
development. It was a nom<strong>in</strong>ee for Best Story and for Game of the Year <strong>in</strong> GameSpot’s “Best<br />
and Worst of 2000” awards. It was given an overall rat<strong>in</strong>g of 9.2/10 <strong>on</strong> GameSpot and 5/5 <strong>on</strong><br />
Adrenal<strong>in</strong>e Vault. <strong>Games</strong> with a similar visual perspective and game play <strong>in</strong>clude Diablo<br />
(1997) and Icew<strong>in</strong>d Dale (2000)<br />
Baldur's Gate has, accord<strong>in</strong>g to reviewers, “…superb – and I rarely use the word ‘superb’<br />
– story script<strong>in</strong>g, freedom to play various roles <strong>in</strong>clud<strong>in</strong>g evil alignments, deep NPC [n<strong>on</strong>-<br />
player characters] <strong>in</strong>teracti<strong>on</strong>s… result[<strong>in</strong>g] <strong>in</strong> rich, well-paced, thoughtful quests and addictive<br />
gameplay” (Zierler, 2000, p. 5). “Plenty of character opti<strong>on</strong>s make it possible to create just<br />
about any type of protag<strong>on</strong>ist imag<strong>in</strong>able, and yet the game adapts to the choices that the<br />
player makes” (Plumb, 2000, p. 3). “The game has a great story, good dialogue, highly<br />
17
sophisticated combat, mean<strong>in</strong>gful decisi<strong>on</strong>-mak<strong>in</strong>g, memorable characters, and plenty of replay<br />
value” (Kasav<strong>in</strong>, 2000, p. 2).<br />
I played each game from beg<strong>in</strong>n<strong>in</strong>g to end, tak<strong>in</strong>g notes throughout. I attempted to<br />
reproduce a realistic player experience, <strong>in</strong>clud<strong>in</strong>g us<strong>in</strong>g saved games, walkthroughs, and<br />
detailed step-by-step puzzle soluti<strong>on</strong>s when necessary. After hav<strong>in</strong>g played the game through, I<br />
replayed them from key save po<strong>in</strong>ts <strong>in</strong> order to exam<strong>in</strong>e other possible variati<strong>on</strong>s of critical<br />
decisi<strong>on</strong>s (e.g. to exam<strong>in</strong>e different possible end<strong>in</strong>gs).<br />
Dur<strong>in</strong>g play I recorded where my focus was: <strong>on</strong> operat<strong>in</strong>g the game, learn<strong>in</strong>g the rules,<br />
understand<strong>in</strong>g the <strong>in</strong>terface, perform<strong>in</strong>g my character’s acti<strong>on</strong>s, or follow<strong>in</strong>g the story. I<br />
c<strong>on</strong>sidered all materials, <strong>in</strong>clud<strong>in</strong>g <strong>in</strong>troductory video clips and reference material <strong>in</strong> the form<br />
of text-based manuals or <strong>on</strong>l<strong>in</strong>e help, to be part of the game play experience.<br />
I recorded the details that made up each story (objects <strong>in</strong> the envir<strong>on</strong>ment, my acti<strong>on</strong>s,<br />
other character’s acti<strong>on</strong>s, etc.) as well as my percepti<strong>on</strong>s of game play. I noted the times when<br />
a story was be<strong>in</strong>g told to me, and when it seemed I was creat<strong>in</strong>g it through my acti<strong>on</strong>s or<br />
imag<strong>in</strong>ati<strong>on</strong>. I gave special attenti<strong>on</strong> to the times when I felt I was drawn <strong>in</strong>to the narrative,<br />
when my attenti<strong>on</strong> was held, and when it strayed. I recorded any details that seemed to expla<strong>in</strong><br />
these experiences. I also noted my impressi<strong>on</strong>s and memories right after play<strong>in</strong>g, a week later,<br />
and aga<strong>in</strong> several m<strong>on</strong>ths later.<br />
After collect<strong>in</strong>g these observati<strong>on</strong>s, I compared my experiences of the three games, not<strong>in</strong>g<br />
the comm<strong>on</strong>alities as well as the differences. To analyze the results I adapted Gary F<strong>in</strong>e’s<br />
cognitive frame analysis, orig<strong>in</strong>ally used to study role-play<strong>in</strong>g games. The computer game<br />
18
envir<strong>on</strong>ment is similar to that of role-play<strong>in</strong>g games (social gather<strong>in</strong>gs where the player enacts<br />
a character with<strong>in</strong> an imag<strong>in</strong>ed world moderated by the dunge<strong>on</strong> master or game manager).<br />
In his book Shared Fantasy (1983) Gary F<strong>in</strong>e uses social theory to describe games as<br />
<strong>in</strong>teracti<strong>on</strong>s with<strong>in</strong> a bounded set of social c<strong>on</strong>venti<strong>on</strong>s. F<strong>in</strong>e – currently at Northwestern<br />
University – has written, c<strong>on</strong>tributed to, and edited a number of books <strong>on</strong> social psychology<br />
and social theory. He adapts the c<strong>on</strong>cept of frame analysis, as outl<strong>in</strong>ed by Erv<strong>in</strong>g Goffman, to<br />
describe how different percepti<strong>on</strong> frames, or c<strong>on</strong>cepts of self, are experienced by the player<br />
dur<strong>in</strong>g the course of game play. F<strong>in</strong>e discusses the relati<strong>on</strong>ship between player identities, as<br />
well as the stability of the frames, as based <strong>on</strong> the level of engrossment, and I found his model<br />
well suited as a framework for describ<strong>in</strong>g percepti<strong>on</strong>s of game play.<br />
Percepti<strong>on</strong> frames describe the player’s perspectives <strong>on</strong> a game dur<strong>in</strong>g play. As such they<br />
are subjective and variable, adapt<strong>in</strong>g to shift<strong>in</strong>g c<strong>on</strong>texts and to changes with<strong>in</strong> the player.<br />
Frames are a way for the player to sort and organize <strong>in</strong>formati<strong>on</strong> about the current<br />
circumstances, provid<strong>in</strong>g cues about how to act or resp<strong>on</strong>d. Just as people may see themselves<br />
differently, and act accord<strong>in</strong>gly, <strong>in</strong> resp<strong>on</strong>se to a variety of situati<strong>on</strong>s <strong>in</strong> day-to-day life, players<br />
can adjust to accommodate a number of different roles dur<strong>in</strong>g game play, either switch<strong>in</strong>g<br />
between perspectives or exist<strong>in</strong>g <strong>in</strong> them simultaneously.<br />
There are three frame-sets that describe the player experience: the pers<strong>on</strong>/world frame, the<br />
player/game frame, and the player-character/ficti<strong>on</strong> frame. These categories corresp<strong>on</strong>d to the<br />
three frames that F<strong>in</strong>e observed and describes <strong>in</strong> role-play<strong>in</strong>g games.<br />
19
The world frame <strong>in</strong>cludes the real world as the pers<strong>on</strong> perceives it, <strong>in</strong>clud<strong>in</strong>g an<br />
understand<strong>in</strong>g of objects and <strong>in</strong>teracti<strong>on</strong>s <strong>in</strong> the world. The pers<strong>on</strong> frame is a subset of the<br />
world frame and <strong>in</strong>cludes all of the details of how a pers<strong>on</strong> sees their place with<strong>in</strong> the world.<br />
The player/game frame-set is a subset of the pers<strong>on</strong> and world frames. The game frame<br />
c<strong>on</strong>stitutes all the th<strong>in</strong>gs that a pers<strong>on</strong> sees as part of a particular computer game <strong>in</strong>clud<strong>in</strong>g the<br />
rules and processes necessary for the play of the game. The player frame is a subset of the<br />
pers<strong>on</strong> frame, <strong>in</strong>clud<strong>in</strong>g all the elements of be<strong>in</strong>g a player and describ<strong>in</strong>g the pers<strong>on</strong>’s self-<br />
percepti<strong>on</strong> as an agent <strong>in</strong>teract<strong>in</strong>g with<strong>in</strong> rules of the game.<br />
Imag<strong>in</strong>e some<strong>on</strong>e play<strong>in</strong>g Tetris or Solitaire. He is both a pers<strong>on</strong> <strong>in</strong> the world and a player<br />
<strong>in</strong> a game. In the pers<strong>on</strong>/world frame, he is aware of his needs (hunger), desires (escape from<br />
work), resp<strong>on</strong>sibilities (get back to work), as well as his physical locati<strong>on</strong> and surround<strong>in</strong>gs<br />
(other people nearby, sound of the pr<strong>in</strong>ter). In the player/game frame, however, he is focused<br />
<strong>on</strong> - and resp<strong>on</strong>d<strong>in</strong>g to – <strong>on</strong>-screen <strong>in</strong>formati<strong>on</strong> that will allow him to compete aga<strong>in</strong>st, solve,<br />
or complete the game. He is aware of the game’s rules: that <strong>on</strong>ly certa<strong>in</strong> acti<strong>on</strong>s are permissible<br />
and that of those <strong>on</strong>ly a few will result <strong>in</strong> desired outcomes. While he is play<strong>in</strong>g he<br />
c<strong>on</strong>currently reta<strong>in</strong>s an awareness of himself with<strong>in</strong> both c<strong>on</strong>texts, adjust<strong>in</strong>g his behavior as his<br />
focus shifts between these perspectives.<br />
Many computer games, unlike Tetris, present a more complex c<strong>on</strong>text for play. The<br />
player-character and ficti<strong>on</strong> frames describe what a pers<strong>on</strong> perceives as a virtual world created<br />
with<strong>in</strong> a game. The ficti<strong>on</strong> frame refers to the ficti<strong>on</strong>al world of the game, and the player-<br />
character is the enacted alter ego of the player with<strong>in</strong> that ficti<strong>on</strong>al world (though not<br />
completely so, s<strong>in</strong>ce a porti<strong>on</strong> of that character is provided by the ficti<strong>on</strong> itself). Diagram 1 is<br />
20
my illustrati<strong>on</strong> of the model of frame-sets and the relati<strong>on</strong>ship between them as they occur <strong>in</strong><br />
computer games.<br />
A sequence of play <strong>in</strong> Baldur’s Gate, for example, engages the player <strong>on</strong> each of these<br />
levels. In the pers<strong>on</strong>/world frame it requires a physical resp<strong>on</strong>se: click space bar to stop acti<strong>on</strong>,<br />
move mouse to make selecti<strong>on</strong>s, observe changes <strong>on</strong> the screen, click <strong>on</strong> space bar to restart<br />
acti<strong>on</strong>. In the player/game frame, it requires a game-level understand<strong>in</strong>g: choose the ic<strong>on</strong> of the<br />
adventurer with the best combat po<strong>in</strong>ts and highest rema<strong>in</strong><strong>in</strong>g hit po<strong>in</strong>ts (a functi<strong>on</strong> of the<br />
rema<strong>in</strong><strong>in</strong>g life of the character), select the ic<strong>on</strong> with crossed swords to put the game <strong>in</strong>to<br />
combat (<strong>in</strong>stead of talk) mode, choose the representati<strong>on</strong> of the creature to attack. F<strong>in</strong>ally, there<br />
is the player-character/ficti<strong>on</strong> frame: Gachtor rushes <strong>in</strong>, with magical battle flail <strong>in</strong> hand, to<br />
face the drag<strong>on</strong> threaten<strong>in</strong>g to devour them all. This is certa<strong>in</strong>ly the same drag<strong>on</strong> that has killed<br />
so many of the townsfolk.<br />
These three frame-sets are based <strong>on</strong> the player’s percepti<strong>on</strong> and are by no means static or<br />
mutually exclusive. The player exists <strong>in</strong> all three at <strong>on</strong>ce. How the pers<strong>on</strong> ultimately recalls the<br />
game experience, however, will tend to be the result of the player’s engrossment with<strong>in</strong> a<br />
21
particular frame and will normally result <strong>in</strong> memories sorted and distilled from play divided<br />
<strong>in</strong>to the separate frames.<br />
Analyz<strong>in</strong>g my results us<strong>in</strong>g modified perspective frames provided me with a c<strong>on</strong>text for<br />
game narrative <strong>in</strong> which I was able to answer my questi<strong>on</strong>s: What is narrative <strong>in</strong> computer<br />
games; How is it created; How does the player experience it; and How does it relate to game<br />
play.<br />
F<strong>in</strong>d<strong>in</strong>gs<br />
Game Descripti<strong>on</strong> of The L<strong>on</strong>gest Journey<br />
April Ryan (player character) is a young woman who has recently moved to the large<br />
futuristic city of Newport to study art at a local college. April seems normal enough, except for<br />
the dreams and visi<strong>on</strong>s she has, which lead her <strong>on</strong> a quest to the pastoral world of Arcadia. On<br />
her adventures she learns that Arcadia is the chaotic, magical counterpart to the world she has<br />
been liv<strong>in</strong>g <strong>in</strong>: the scientific, orderly Stark. As a ‘shifter’ – some<strong>on</strong>e with the unusual ability to<br />
travel between the two worlds – April beg<strong>in</strong>s to unravel the mystery that threatens both Stark<br />
and Arcadia. In the end, she triumphs over the forces of greed and evil and restores the balance<br />
between the worlds.<br />
The L<strong>on</strong>gest Journey has pre-rendered and fixed backgrounds that the player (through a<br />
mov<strong>in</strong>g representati<strong>on</strong> of April) can navigate by us<strong>in</strong>g the mouse to po<strong>in</strong>t to desired locati<strong>on</strong>s.<br />
Mouseovers provide navigati<strong>on</strong> <strong>in</strong>formati<strong>on</strong>. A red eye <strong>in</strong>dicates that a descripti<strong>on</strong> of an area is<br />
available (with a right click), while a red arrow <strong>in</strong>dicates that April can travel <strong>in</strong> that directi<strong>on</strong><br />
to a new area. Mov<strong>in</strong>g to a new area br<strong>in</strong>gs up another pre-rendered background of the next<br />
22
locati<strong>on</strong>. The mouse is used for the majority of game play: the left butt<strong>on</strong> to move and select<br />
and the right butt<strong>on</strong> to access a menu of other acti<strong>on</strong>s <strong>in</strong>clud<strong>in</strong>g look, talk, and use object.<br />
The L<strong>on</strong>gest Journey – Left image is from April’s dream that functi<strong>on</strong>s as a tutorial<br />
to start the game; Right image shows an example of dialog <strong>in</strong> the game.<br />
Dialogues with other characters are created through menus of multiple-choice opti<strong>on</strong>s<br />
appear<strong>in</strong>g <strong>on</strong> screen as text and duplicated as audio. An <strong>in</strong>ventory of items can be collected and<br />
stored <strong>in</strong> April’s bottomless pocket. Objects can be used with each other, but comb<strong>in</strong>ati<strong>on</strong>s are<br />
limited to a few prescribed by the game as part of puzzles or small quests that advance the<br />
gameplay.<br />
The many dialogues between April and the characters she encounters provide the bulk of<br />
plot development. Some additi<strong>on</strong>al <strong>in</strong>formati<strong>on</strong> and character development are also supplied<br />
through the comments April makes when the player attempts to do someth<strong>in</strong>g (for example,<br />
have April ‘look’ at an object). The story also unfolds through April’s acti<strong>on</strong>s, (directed by the<br />
player), as she moves from place to place solv<strong>in</strong>g puzzles to move to new locati<strong>on</strong>s. F<strong>in</strong>ally,<br />
there are also several rendered 3D cut-scenes between the ma<strong>in</strong> ‘chapter’ secti<strong>on</strong>s.<br />
23
The L<strong>on</strong>gest Journey – Left image shows a park <strong>in</strong> Stark; Right image shows a<br />
selecti<strong>on</strong> of collected objects.<br />
Game Descripti<strong>on</strong> of Riven<br />
Riven is a created world, unstable like its creator, Gehn, and doomed to self-destruct.<br />
Gehn seeks an escape through the l<strong>in</strong>k<strong>in</strong>g-books that allow people to move from land to land.<br />
To that end, he takes hostage the wife (Cather<strong>in</strong>e) of his s<strong>on</strong>, Atreus, who has the power to<br />
send a l<strong>in</strong>k<strong>in</strong>g-book to rescue her and the <strong>in</strong>habitants of Riven. Atreus, rather than tak<strong>in</strong>g the<br />
risk himself, sends ‘you’ (the unnamed player) to Riven to f<strong>in</strong>d Cather<strong>in</strong>e and trap Gehn <strong>in</strong> a<br />
false l<strong>in</strong>k<strong>in</strong>g-book.<br />
You travel there and slowly learn how to move between the islands and operate the<br />
mach<strong>in</strong>ery Gehn has built. By f<strong>in</strong>d<strong>in</strong>g and us<strong>in</strong>g Gehn’s lab journal, and through the assistance<br />
of some of the locals friendly to Cather<strong>in</strong>e, you are able to f<strong>in</strong>d Gehn and trick him <strong>in</strong>to the<br />
us<strong>in</strong>g the book. You then free Cather<strong>in</strong>e, who rescues the other <strong>in</strong>habitants and escapes with<br />
Atreus (who appears just before the islands self-destruct) through a l<strong>in</strong>k<strong>in</strong>g-book <strong>in</strong>to another<br />
place. You are freed by fall<strong>in</strong>g <strong>in</strong>to the open of the void where the fabric of Riven breaks apart.<br />
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Riven – Left image: Atreus gives <strong>in</strong>structi<strong>on</strong>s as the game starts. Right image:<br />
Strange creatures rest <strong>on</strong> some rocks before swimm<strong>in</strong>g away <strong>in</strong> <strong>on</strong>e of Riven’s<br />
animated sequences.<br />
The perspective <strong>in</strong> Riven is first pers<strong>on</strong>. Views are life-like and presented <strong>in</strong> a slide-show<br />
style <strong>in</strong> which movement (forward or turn<strong>in</strong>g) will flip to the next moti<strong>on</strong>less view. The<br />
<strong>in</strong>terface uses simple po<strong>in</strong>t-and-click mouse c<strong>on</strong>trol for movement and object manipulati<strong>on</strong><br />
(push butt<strong>on</strong>s, pull levers, turn valves, and so <strong>on</strong>). The cursor changes shape to <strong>in</strong>dicate which<br />
type of acti<strong>on</strong> is possible. Only a few items (the false l<strong>in</strong>k<strong>in</strong>g-book and some diaries and notes)<br />
are available to add to the player’s <strong>in</strong>ventory. Noth<strong>in</strong>g can be d<strong>on</strong>e with these items except to<br />
read them or, <strong>in</strong> special circumstances, give them away.<br />
Riven – Left image: Gehn’s laboratory notebook provides clues to the operati<strong>on</strong> of<br />
mach<strong>in</strong>ery <strong>on</strong> the islands. Right image: Walkway outside Gehn’s lab.<br />
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There are two primary sources of detail <strong>in</strong> Riven: video and text. In the beg<strong>in</strong>n<strong>in</strong>g, Atreus<br />
expla<strong>in</strong>s, presented <strong>in</strong> video form, what has happened and what you need to do. Near the end of<br />
the game, there are more video segments featur<strong>in</strong>g Gehn and Cather<strong>in</strong>e. The plot as revealed<br />
through text is framed as journals and letters by Atreus, Gehn and Cather<strong>in</strong>e. These text<br />
sources provide most of the detail about what is happen<strong>in</strong>g <strong>in</strong> Riven. The bulk of the story’s<br />
acti<strong>on</strong> (and length), however, is the chr<strong>on</strong>icle of the player’s movement around and between<br />
the islands <strong>in</strong> an attempt to solve the variety of puzzles and access locked or hidden places.<br />
Game Descripti<strong>on</strong> of Baldur’s Gate<br />
Interested <strong>in</strong> extract<strong>in</strong>g the hidden supernatural powers of Gachtor (the player-character<br />
chooses the name of the ma<strong>in</strong> character) and his half sister Imoen, an outcast elf named<br />
Irenicus and his undead sister, Bohdi, impris<strong>on</strong> them to extract their immortality. They escape,<br />
but Imoen is taken pris<strong>on</strong>er for engag<strong>in</strong>g <strong>in</strong> illegal magical activities. Gachtor leads a quest to<br />
f<strong>in</strong>d and free her, tak<strong>in</strong>g a handful of fellow adventures <strong>on</strong> a number of quests through the city<br />
of Athkatla and surround<strong>in</strong>g area.<br />
The search for Irenicus and Imoen leads to a wizard’s enclave <strong>on</strong> an island where, through<br />
the betrayal of <strong>on</strong>e of the adventures, Irenicus and Bodhi are able takes what they want from<br />
Gachtor and Imoen and then leave them for dead. The quest turns <strong>in</strong>to a search for Irenicus and<br />
his sister to recover those powers before Gachtor and Imoen die. Adventures through undersea<br />
and underground worlds f<strong>in</strong>ally end <strong>in</strong> the city of the elves where a great battle ensues over the<br />
Tree of Life result<strong>in</strong>g <strong>in</strong> the eventual defeat of Irenicus. Though successful, Gachtor is killed<br />
and must face <strong>on</strong>e f<strong>in</strong>al trial <strong>in</strong> the place between life and death to vanquish Irenicus <strong>on</strong>ce and<br />
for all.<br />
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Baldur’s Gate uses an isometric (bird’s eye) view of the ground and characters. The<br />
ground - <strong>in</strong>clud<strong>in</strong>g trees, build<strong>in</strong>gs, and rocky areas - is pre-rendered and scrolls underneath the<br />
characters when they attempt to move off the edges of the screen.<br />
Baldur's Gate – Left image: Outdoor scene featur<strong>in</strong>g some magic effects; Right<br />
image: An underground encounter with a drag<strong>on</strong>.<br />
The <strong>in</strong>terface is accessed through the mouse and keyboard with ic<strong>on</strong>s and visual clues to<br />
c<strong>on</strong>trol multiple characters - <strong>in</strong>clud<strong>in</strong>g the ma<strong>in</strong> character - with<strong>in</strong> the adventure party. There<br />
are a wide variety of possible acti<strong>on</strong>s for each of these characters <strong>in</strong>clud<strong>in</strong>g talk, sleep, fight,<br />
cast spells, pick up objects, dr<strong>in</strong>k, and identify an item. Character acti<strong>on</strong>s are accessed through<br />
menus or comb<strong>in</strong>ati<strong>on</strong>s of ic<strong>on</strong>s and mouse clicks. A large variety of objects can be picked up,<br />
carried and used, and it is possible to freeze the acti<strong>on</strong> to provide an opportunity to give orders<br />
to the avatars for combat, mov<strong>in</strong>g <strong>in</strong>ventory, and exam<strong>in</strong><strong>in</strong>g objects.<br />
27
Baldur's Gate – Left image: Object <strong>in</strong>ventory for a character; Right image: Map used<br />
to travel between areas.<br />
The story <strong>in</strong> Baldur’s Gate beg<strong>in</strong>s with the user manual, which c<strong>on</strong>ta<strong>in</strong>s background<br />
<strong>in</strong>formati<strong>on</strong> about the city and the world around it as well as <strong>in</strong>formati<strong>on</strong> about some of the<br />
characters that may be encountered. Cut-scenes, rendered <strong>in</strong> the same perspective as the game<br />
play, take the form of dream sequences occurr<strong>in</strong>g when the ma<strong>in</strong> character stops to sleep.<br />
Narrated secti<strong>on</strong>s, accompanied by scroll<strong>in</strong>g text, separate the five chapters of the story.<br />
Much of the story comes from dialogue with the numerous creatures and characters<br />
encountered, with more <strong>in</strong>formati<strong>on</strong> c<strong>on</strong>ta<strong>in</strong>ed <strong>in</strong> the books, notes and journals available to be<br />
found. Additi<strong>on</strong>al details are provided through written object descripti<strong>on</strong>s, and some character<br />
development occurs through a few sp<strong>on</strong>taneous (game-<strong>in</strong>itiated) m<strong>on</strong>ologues and dialogues.<br />
F<strong>in</strong>ally, much of the story is created by the many acti<strong>on</strong>s and choices <strong>on</strong> the part of the player.<br />
Analysis<br />
To understand the development of narrative <strong>in</strong> these games, I have chosen to analyze them<br />
primarily <strong>in</strong> terms of my relative engrossment <strong>in</strong> the three percepti<strong>on</strong> frames. Each game was<br />
different <strong>in</strong> that regard, and all varied c<strong>on</strong>siderably throughout the course of play.<br />
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On the most basic level, the <strong>in</strong>terface, as the bridge between the computer and player,<br />
plays a fundamental role <strong>in</strong> how the frames are experienced. Interact<strong>in</strong>g with a virtual world<br />
through an <strong>in</strong>put device and a graphic <strong>in</strong>terface means an <strong>in</strong>evitable gap between will and<br />
acti<strong>on</strong>. No current (or foreseeable) game <strong>in</strong>terface can even approach the absolute transparency<br />
of a real-world mode and range of <strong>in</strong>put possibilities. The player’s engrossment <strong>in</strong> the ficti<strong>on</strong><br />
frame is, however, effected by its relative transparency. Any difficulty <strong>in</strong> operat<strong>in</strong>g the game<br />
<strong>in</strong>terface, <strong>on</strong> either a physical or game level (if, for example, the ic<strong>on</strong> structure is too<br />
complicated or the required mouse c<strong>on</strong>trol is too difficult) can divert the player’s attenti<strong>on</strong><br />
away from the ficti<strong>on</strong> frame.<br />
Riven’s <strong>in</strong>terface was simple from the very beg<strong>in</strong>n<strong>in</strong>g of play. The use of the mouse<br />
po<strong>in</strong>ter was <strong>in</strong>tuitive and there were <strong>on</strong>ly a few symbols and very basic game-play to<br />
understand. The much greater complexity of Baldur’s Gate’s <strong>in</strong>terface was <strong>in</strong>itially much less<br />
transparent because of the large number of ic<strong>on</strong>s and menu screens used to c<strong>on</strong>trol multiple<br />
characters. There are, for example, 130 symbols represent<strong>in</strong>g possible character states such as<br />
‘diseased’, ‘fatigued’, ‘pois<strong>on</strong>ed’ and ‘bl<strong>in</strong>ded’.<br />
Once I learned the <strong>in</strong>terface better, however, the extra complexity <strong>in</strong> Baldur’s Gate<br />
became <strong>in</strong> many ways more transparent because it allowed a more natural range of possible<br />
acti<strong>on</strong>s. With<strong>in</strong> a few hours of play<strong>in</strong>g Riven, <strong>on</strong> the other hand, the <strong>in</strong>terface’s simplicity<br />
became somewhat frustrat<strong>in</strong>g because it <strong>in</strong>hibited my ability to act as I wanted.<br />
Even after Baldur’s Gate’s ic<strong>on</strong>s and acti<strong>on</strong>s became manageable (and therefore more<br />
transparent) dur<strong>in</strong>g leisurely paced play, they could rapidly become overwhelm<strong>in</strong>g when the<br />
rate of play <strong>in</strong>creased. For example, dur<strong>in</strong>g large battles <strong>in</strong> Baldur’s Gate, the volume of<br />
29
<strong>in</strong>formati<strong>on</strong> and number of resp<strong>on</strong>ses required proved unmanageable <strong>in</strong> real-time. I had to<br />
pause the game frequently <strong>in</strong> order to sort through the acti<strong>on</strong>s characters were tak<strong>in</strong>g, what was<br />
happen<strong>in</strong>g to them, and how I needed to resp<strong>on</strong>d. Interpret<strong>in</strong>g the ic<strong>on</strong>s and understand<strong>in</strong>g the<br />
required sequence of commands took my full attenti<strong>on</strong>.<br />
The <strong>in</strong>terface was an important bridge between the game and world frame requirements <strong>on</strong><br />
me as a player and my ability to successfully focus <strong>on</strong> the acti<strong>on</strong> (or the percepti<strong>on</strong> of acti<strong>on</strong>)<br />
with<strong>in</strong> the virtual world. The level of engrossment with<strong>in</strong> the ficti<strong>on</strong> frame, and therefore the<br />
relative strength of the frame was, however, more critically based <strong>on</strong> my percepti<strong>on</strong> of agency.<br />
The term ‘agency’ refers to the ability of the player-character (agent) to act with<strong>in</strong> the<br />
game envir<strong>on</strong>ment. The degree of agency <strong>in</strong> a game – or <strong>in</strong> any given moment of a game – can<br />
be expressed <strong>in</strong> terms of granularity and range.<br />
The range of agency refers to the number of different aspects of the player character under<br />
the player’s c<strong>on</strong>trol. Riven for example, offers a limited range of opti<strong>on</strong>s: mov<strong>in</strong>g around,<br />
manipulat<strong>in</strong>g selected objects <strong>in</strong> specific ways (pull<strong>in</strong>g, push<strong>in</strong>g, twist<strong>in</strong>g), and read<strong>in</strong>g books.<br />
Baldur’s Gate allows a much greater range of agency <strong>in</strong>clud<strong>in</strong>g, am<strong>on</strong>g others, the ability to<br />
move, fight, talk, sleep, exam<strong>in</strong>e objects, read books, cast spells, and heal other characters.<br />
In Baldur’s Gate, although the characters were fairly simply rendered, I felt a sense of<br />
c<strong>on</strong>trol and ownership because I was able to customize their appearance, cloth<strong>in</strong>g, and voices.<br />
By c<strong>on</strong>trast, I felt much less ownership of the beautifully rendered (and more complexly<br />
written) April character over whose appearance, voice, and temperament I had essentially no<br />
c<strong>on</strong>trol.<br />
30
Granularity is a measure of how f<strong>in</strong>e the player’s c<strong>on</strong>trol is over the range of aspects of the<br />
player-character acti<strong>on</strong>s, and how much of the c<strong>on</strong>trol is shared - or assumed by - the<br />
game/computer. Riven has a low granularity of movement, with movements be<strong>in</strong>g forced <strong>in</strong>to<br />
discreet leaps from <strong>on</strong>e positi<strong>on</strong> to another without the possibility of mov<strong>in</strong>g to a positi<strong>on</strong> (or<br />
viewpo<strong>in</strong>ts) <strong>in</strong> between. Baldur’s Gate has a higher granularity of movement, as the player-<br />
character can be chose a positi<strong>on</strong> essentially anywhere with<strong>in</strong> the current area. Even <strong>in</strong><br />
Baldur’s Gate, however, c<strong>on</strong>trol over movement is somewhat limited s<strong>in</strong>ce the player <strong>on</strong>ly<br />
determ<strong>in</strong>es the dest<strong>in</strong>ati<strong>on</strong> of a particular move while the computer c<strong>on</strong>trols the actual<br />
movements and selects the path.<br />
The different ways <strong>in</strong> which dialogue is presented and executed <strong>in</strong> the games illustrates the<br />
<strong>in</strong>fluence of granularity <strong>on</strong> game play. The L<strong>on</strong>gest Journey provides the player with c<strong>on</strong>trol<br />
over the sequence <strong>in</strong> which April asks questi<strong>on</strong>s and makes comments, but rarely provides<br />
opti<strong>on</strong>s for t<strong>on</strong>e or c<strong>on</strong>tent. Baldur's Gate provides a higher degree of granularity by structur<strong>in</strong>g<br />
dialogue sequences with flexibility and a range of resp<strong>on</strong>ses from meek to aggressive or good<br />
to evil. Although c<strong>on</strong>versati<strong>on</strong>s <strong>in</strong> both games are technically similar, my sense of agency was<br />
much str<strong>on</strong>ger <strong>in</strong> Baldur's Gate because I had a genu<strong>in</strong>e choice of how to resp<strong>on</strong>d and a sense<br />
of ownership and resp<strong>on</strong>sibility <strong>in</strong> shap<strong>in</strong>g the player-character’s <strong>in</strong>teracti<strong>on</strong>s.<br />
Because low granularity and range often caused a frustrat<strong>in</strong>g sense of limited – or even<br />
lack – of agency, it might seem obvious that higher levels of both would be desirable. If<br />
granularity and range could approach life-like levels, the result would, or course, be a sense of<br />
life-like agency. Even if it were possible, however, such verisimilitude, while undoubtedly<br />
31
produc<strong>in</strong>g excellent computer simulati<strong>on</strong>s of real life, would be unlikely to lead to satisfy<strong>in</strong>g<br />
experiences <strong>in</strong> game play.<br />
In Baldur’s gate, as <strong>in</strong>terest<strong>in</strong>g as the quest to save Nalia’s family at de’Arnise Hold was, I<br />
would not have wanted to experience every step, meal, and eye movement <strong>on</strong> the way there.<br />
Even hav<strong>in</strong>g to walk back and forth <strong>in</strong> The L<strong>on</strong>gest Journey to f<strong>in</strong>d quest items and dialogue<br />
triggers quickly became frustrat<strong>in</strong>g as I clicked the mouse po<strong>in</strong>ter <strong>on</strong> each spot and watched<br />
April amble toward it. To shorten the wait, I often ended up double click<strong>in</strong>g to have her run,<br />
even though the c<strong>on</strong>text rarely called for it and it was visually jarr<strong>in</strong>g.<br />
Part of what makes ficti<strong>on</strong>al presentati<strong>on</strong>s and c<strong>on</strong>densed experiences enjoyable – often<br />
more so than real <strong>on</strong>es – is that they can compress time and space, allow<strong>in</strong>g us to experience<br />
what is <strong>in</strong>terest<strong>in</strong>g or excit<strong>in</strong>g without dwell<strong>in</strong>g <strong>on</strong> the mundane. Most computer games do just<br />
that, but such a framework necessitates <strong>in</strong>c<strong>on</strong>sistent levels of agency, someth<strong>in</strong>g that can be<br />
critically disruptive to the player’s engrossment <strong>in</strong> the ficti<strong>on</strong> frame.<br />
A player, hav<strong>in</strong>g learned the rules of a game, expects those rules to rema<strong>in</strong> c<strong>on</strong>stant. Any<br />
change can jar the player’s focus back to the world frame. Similarly, a player-character expects<br />
the rules with<strong>in</strong> the ficti<strong>on</strong> to be c<strong>on</strong>sistent. S<strong>in</strong>ce virtual worlds are made – for the most part –<br />
to resemble the real world, players naturally expect a high degree of c<strong>on</strong>sistency between the<br />
work<strong>in</strong>gs of the ficti<strong>on</strong>al space and of the world. They expect their abilities and physical<br />
limitati<strong>on</strong>s <strong>on</strong>ce established to be c<strong>on</strong>sistent, with a reas<strong>on</strong>able explanati<strong>on</strong> for any changes.<br />
When a player-character’s agency changes without explanati<strong>on</strong>, the player’s attenti<strong>on</strong> is drawn<br />
away from the ficti<strong>on</strong> frame and <strong>in</strong>to the game and world frames.<br />
32
In The L<strong>on</strong>gest Journey, for example, my engrossment with the ficti<strong>on</strong> frame suffered<br />
when it proved impossible at <strong>on</strong>e po<strong>in</strong>t to go to a subway stati<strong>on</strong> that I (through April) had<br />
previously visited. This limitati<strong>on</strong> did not make sense with<strong>in</strong> the logic of the world (<strong>on</strong>e of the<br />
stati<strong>on</strong>s, <strong>in</strong> fact, was <strong>in</strong> an area where April lived). Without any explanati<strong>on</strong> for it, there was<br />
no way to <strong>in</strong>terpret this limitati<strong>on</strong> as anyth<strong>in</strong>g other than an arbitrary requirement of the game,<br />
and so it drew me <strong>in</strong>to the perspective of the game frame.<br />
If granularity and range are not necessarily desirable at life-like levels, but at lower and<br />
<strong>in</strong>c<strong>on</strong>sistent levels are detrimental to a player’s sense of agency, how is a satisfy<strong>in</strong>g gam<strong>in</strong>g<br />
experience – <strong>on</strong>e <strong>in</strong> which the player is engrossed <strong>in</strong> the ficti<strong>on</strong> frame – even possible?<br />
What made it possible <strong>in</strong> these games was the c<strong>on</strong>text <strong>in</strong> which the agency was enacted,<br />
which ma<strong>in</strong>ta<strong>in</strong>ed my engrossment <strong>in</strong> the ficti<strong>on</strong> frame despite limited granularity, range and<br />
c<strong>on</strong>sistency.<br />
Because the ficti<strong>on</strong> frame acts as a pseudo world frame, appropriate evocative world-based<br />
triggers (the sound of w<strong>in</strong>d <strong>in</strong> the background, a heartbeat, birds s<strong>in</strong>g<strong>in</strong>g, etc.) encourages<br />
engrossment with the ficti<strong>on</strong> frame rather than with the game frame. And because the game’s<br />
c<strong>on</strong>text - from the music, sound effects and graphics to dialogue, character development and<br />
plot – draws <strong>on</strong> the world frame, simple, repetitive player <strong>in</strong>puts can be made to seem like a<br />
wide range of acti<strong>on</strong>s. The result is a percepti<strong>on</strong> by the player that there is far more variati<strong>on</strong><br />
and choice than actually exists. For example, <strong>in</strong> The L<strong>on</strong>gest Journey, a s<strong>in</strong>gle player acti<strong>on</strong><br />
sequence (click left mouse butt<strong>on</strong> <strong>on</strong> first object, move po<strong>in</strong>ter over sec<strong>on</strong>d object, click left<br />
mouse butt<strong>on</strong>) is used to c<strong>on</strong>struct the illusi<strong>on</strong> of a wide range of possibilities from mix<strong>in</strong>g a<br />
33
poti<strong>on</strong>, fix<strong>in</strong>g a broken watch or patch<strong>in</strong>g a deflated rubber duck, to catch<strong>in</strong>g a worm <strong>in</strong> a flour<br />
sack with a piece of sticky candy snuck from a jar.<br />
In general, The L<strong>on</strong>gest Journey has a relatively simple <strong>in</strong>terface, with attenti<strong>on</strong> paid to<br />
blend<strong>in</strong>g it <strong>in</strong>to the logic of the story world. For example, the player can “look” at items (po<strong>in</strong>t<br />
and click an ic<strong>on</strong> of an eye) to get a descripti<strong>on</strong> of them. This descripti<strong>on</strong> is rendered <strong>in</strong> April’s<br />
voice and often reveals colourful aspects of her character al<strong>on</strong>g with additi<strong>on</strong>al <strong>in</strong>formati<strong>on</strong><br />
related (or even tangential) to the object be<strong>in</strong>g viewed.<br />
The L<strong>on</strong>gest Journey – Eye ic<strong>on</strong> (middle of screen, just above the bottom) is used<br />
to ‘exam<strong>in</strong>e’ objects without actually <strong>in</strong>teract<strong>in</strong>g with them.<br />
With the logic beh<strong>in</strong>d acti<strong>on</strong>s and reacti<strong>on</strong>s carried over from the world frame (with<br />
variati<strong>on</strong>s and excepti<strong>on</strong>s accord<strong>in</strong>g to genre and the <strong>in</strong>dividual game), the player expects<br />
cause and effect to be preserved with<strong>in</strong> certa<strong>in</strong> parameters. Without read<strong>in</strong>g any <strong>in</strong>structi<strong>on</strong><br />
manuals, the player immediately knows what to do with, for example, a key. It can be <strong>in</strong>serted<br />
<strong>in</strong>to a lock and twisted. The lock will then either open or not. A key is usually associated with<br />
someth<strong>in</strong>g valuable, and always associated with <strong>on</strong>e or more active agents (to operate and<br />
34
possess the key). S<strong>in</strong>ce it may lead to someth<strong>in</strong>g of value, it may be desirable to f<strong>in</strong>d or have,<br />
not <strong>on</strong>ly to the player-character, but possibly also to other characters.<br />
In order to ma<strong>in</strong>ta<strong>in</strong> player engrossment with the ficti<strong>on</strong> frame, the c<strong>on</strong>text should support<br />
agency rather than merely simulat<strong>in</strong>g it. Acti<strong>on</strong>s should seem mean<strong>in</strong>gful to game play, and<br />
any <strong>in</strong>formati<strong>on</strong> gathered should seem relevant. In The L<strong>on</strong>gest Journey, dialogue sequences<br />
with other characters were easy to use and therefore quite transparent dur<strong>in</strong>g the first part of<br />
the game, blend<strong>in</strong>g smoothly <strong>in</strong>to the plot. My percepti<strong>on</strong> of them began to change however,<br />
when I discovered that the c<strong>on</strong>tent of these dialogues was of little direct use to me. It became<br />
clear that the game simply required me to select a certa<strong>in</strong> segment <strong>in</strong> order to activate a new<br />
area; failure to do so meant that I would need to go back through previous c<strong>on</strong>versati<strong>on</strong>s to<br />
f<strong>in</strong>d the <strong>on</strong>e segment that I had missed. Whether or not I had already figured out a piece of<br />
<strong>in</strong>formati<strong>on</strong> (which often happened through clues, foreshadow<strong>in</strong>g, and previous c<strong>on</strong>versati<strong>on</strong>s),<br />
I still had to ask about it whenever possible or the game would not progress. I began to<br />
perceive dialogue as a potential trigger for game events rather than as part of the plot or<br />
character development, and to feel that rapidly select<strong>in</strong>g every possible opti<strong>on</strong> to make sure<br />
n<strong>on</strong>e were missed was the best way to advance. In other words, every time dialogue was an<br />
opti<strong>on</strong>, I would approach it from the player/game frame rather than from the ficti<strong>on</strong> frame. My<br />
acti<strong>on</strong>s were either mean<strong>in</strong>gless or <strong>on</strong>ly mean<strong>in</strong>gful <strong>in</strong> a game sense. What was said did not<br />
have an impact bey<strong>on</strong>d that moment, and noth<strong>in</strong>g could be chosen (or not chosen) that would<br />
change the ultimate result.<br />
In Baldur’s Gate, <strong>on</strong> the other hand, it is possible to <strong>in</strong>itiate a dialogue with just about any<br />
visible character, and the result<strong>in</strong>g resp<strong>on</strong>ses range from “They appear too busy to talk” to<br />
35
critical quest <strong>in</strong>formati<strong>on</strong>. Understand<strong>in</strong>g and apply<strong>in</strong>g <strong>in</strong>formati<strong>on</strong> imbedded <strong>in</strong> these<br />
dialogues was often key to progressi<strong>on</strong>, and many quests and could be triggered and executed<br />
at different times and <strong>in</strong> a variety of ways, leav<strong>in</strong>g the game mechanics far more transparent<br />
and allow<strong>in</strong>g the player’s focus to rema<strong>in</strong> with the player-character and the ficti<strong>on</strong> frame.<br />
Similarly, <strong>in</strong> a schoolroom <strong>in</strong> Riven, the player discovers an educati<strong>on</strong>al toy for learn<strong>in</strong>g<br />
the D’ni’s count<strong>in</strong>g system. The player is able to play with the toy and learn, ga<strong>in</strong><strong>in</strong>g<br />
<strong>in</strong>formati<strong>on</strong> to use <strong>in</strong> later puzzles. Here also, the c<strong>on</strong>text supported and enhanced my sense of<br />
agency.<br />
Riven – Left image: The school room <strong>in</strong> the village <strong>on</strong> Riven; Right image: This is a<br />
simple game. Click <strong>on</strong> the handle and it sp<strong>in</strong>s a wheel stopp<strong>in</strong>g at a random<br />
character (seen <strong>in</strong> the base). The little man is then lowered a certa<strong>in</strong> number of<br />
notches (corresp<strong>on</strong>d<strong>in</strong>g to the symbol). Click aga<strong>in</strong> and the other side is lowered<br />
until f<strong>in</strong>ally <strong>on</strong>e player is snapped by the fish mouth <strong>on</strong> the base. This is not <strong>on</strong>ly a<br />
clever children’s game, it also very useful to learn D’ni numbers.<br />
More directly, the game’s c<strong>on</strong>text can compensate for limits to agency by provid<strong>in</strong>g<br />
explanati<strong>on</strong>s for them. Technology, time, and space c<strong>on</strong>stra<strong>in</strong>ts (as well as the mak<strong>in</strong>g of a<br />
coherent story) preclude unlimited agency. The player-character <strong>in</strong> any game will so<strong>on</strong> run <strong>in</strong>to<br />
<strong>in</strong>accessible areas, but build<strong>in</strong>gs can have corridors, rooms can have walls, doors can be<br />
36
locked, and forest paths can be blocked (as <strong>in</strong> Baldur’s Gate) with rocks and fallen trees.<br />
Limitati<strong>on</strong>s can also be expla<strong>in</strong>ed through the ‘will’ of the player-character. April, for example,<br />
gives reas<strong>on</strong>s why she does not want to go to certa<strong>in</strong> places or do certa<strong>in</strong> th<strong>in</strong>gs, mak<strong>in</strong>g<br />
comments such as “I d<strong>on</strong>’t want to do that right now,” or “That doesn’t look safe.”<br />
A well-c<strong>on</strong>structed c<strong>on</strong>text can ma<strong>in</strong>ta<strong>in</strong> player engrossment <strong>in</strong> the ficti<strong>on</strong> even dur<strong>in</strong>g<br />
total suspensi<strong>on</strong>s of agency. Even occasi<strong>on</strong>al complete loss of c<strong>on</strong>trol was not disruptive when<br />
a clear rati<strong>on</strong>ale was presented or implied.<br />
In Baldur's Gate, for example, there are a few cut-scenes that occur as dream sequences<br />
while the characters are asleep, and <strong>in</strong> Riven player c<strong>on</strong>trol is frozen dur<strong>in</strong>g transports between<br />
the islands. The key <strong>in</strong> these cases was that my player-character was logically unable to act,<br />
and <strong>in</strong>acti<strong>on</strong> was therefore c<strong>on</strong>sistent with the rules of the ficti<strong>on</strong> frame.<br />
Riven – View from the transport tram between the islands. Like a cross between a<br />
cable car and a roller coaster it gives you noth<strong>in</strong>g to do <strong>on</strong>ce set <strong>in</strong> moti<strong>on</strong> except to<br />
enjoy the ride.<br />
In the absence of a logical explanati<strong>on</strong>, my perspective shifted <strong>in</strong>to the game frame and I<br />
was all too aware of these agency suspensi<strong>on</strong>s as game functi<strong>on</strong>s. Dur<strong>in</strong>g the (fortunately<br />
<strong>in</strong>frequent) periods when the computer would seize c<strong>on</strong>trol of my character to force an event, I<br />
37
felt demoted and passive until c<strong>on</strong>trol was returned. Riven, for example, freezes play dur<strong>in</strong>g<br />
video sequences and animati<strong>on</strong>s (mean<strong>in</strong>g that c<strong>on</strong>trols are frozen every time a door is opened<br />
or some mechanism is <strong>in</strong> operati<strong>on</strong>), and some of The L<strong>on</strong>gest Journey’s dialogue and acti<strong>on</strong><br />
sequences, <strong>on</strong>ce <strong>in</strong>itiated, can last for many m<strong>in</strong>utes without the any chance for the player to<br />
<strong>in</strong>fluence them.<br />
Worse, at the end of the first chapter of Baldur's Gate, after the escape from the labs of<br />
Irenicus, Imoen (who has to this po<strong>in</strong>t been under my c<strong>on</strong>trol <strong>in</strong> all battle sequences) suddenly<br />
attacks Irenicus and is impris<strong>on</strong>ed. Although the ma<strong>in</strong> plot requires this event, it caused an<br />
<strong>in</strong>evitable suspensi<strong>on</strong> of my engagement with the ficti<strong>on</strong> frame and reduced my sense of<br />
agency for the rema<strong>in</strong>der of the game.<br />
To ma<strong>in</strong>ta<strong>in</strong> engrossment with the ficti<strong>on</strong> frame, the c<strong>on</strong>text should not <strong>on</strong>ly support<br />
agency but also seem to be affected by it. The sense of hav<strong>in</strong>g an impact <strong>on</strong> the virtual world –<br />
that the c<strong>on</strong>text of play is sensitive to player-character acti<strong>on</strong>s with<strong>in</strong> it – is the essence of<br />
agency. Acti<strong>on</strong>s <strong>in</strong> the world frame have c<strong>on</strong>sequences, and acti<strong>on</strong>s <strong>in</strong> the ficti<strong>on</strong> frame must<br />
as well. Both micro-impact and macro-impact are essential.<br />
C<strong>on</strong>t<strong>in</strong>ued engrossment requires a perceivable impact of acti<strong>on</strong>s of the envir<strong>on</strong>ment.<br />
Micro-impact means that items taken should not reappear and broken items should not mend<br />
themselves (without an adequate explanati<strong>on</strong>). When a player-character returns to talk to the<br />
same character more than <strong>on</strong>ce, the character’s resp<strong>on</strong>se should reflect that.<br />
The L<strong>on</strong>gest Journey attempts to create a sense of micro-impact by hav<strong>in</strong>g characters<br />
resp<strong>on</strong>d differently the sec<strong>on</strong>d time April approaches them. Unfortunately (and<br />
understandably) the third time is generally the same as the sec<strong>on</strong>d and reflects neither new<br />
38
<strong>in</strong>formati<strong>on</strong> nor build<strong>in</strong>g annoyance <strong>on</strong> the part of the other character. Because The L<strong>on</strong>gest<br />
Journey’s dialogues are obvious game triggers, however, the player-character has no choice but<br />
to approach each character until repetiti<strong>on</strong> occurs. Needless to say, my focus <strong>in</strong> such cases was<br />
almost entirely <strong>on</strong> the game frame dur<strong>in</strong>g these sequences. Occasi<strong>on</strong>ally, the problem would be<br />
solved when April provided her own explanati<strong>on</strong> such as “Hate to say it, but I d<strong>on</strong>’t have time<br />
to talk to Charlie right now.”<br />
The worst failure of micro-impact <strong>in</strong> The L<strong>on</strong>gest Journey occurred dur<strong>in</strong>g a c<strong>on</strong>fr<strong>on</strong>tati<strong>on</strong><br />
between April and a hideous, angry mutant outside a lab high above the city. I couldn’t at first<br />
figure out how to make April escape, so for a while I simply kept mak<strong>in</strong>g her run away every<br />
time the mutant charged. At <strong>on</strong>e po<strong>in</strong>t, however, the mutant caught up with her and the result<br />
was ridiculous. April and the mutant, powerless to effect each other, simply overlapped<br />
periodically until I was able to solve the puzzle.<br />
Left: The L<strong>on</strong>gest Journey – A strange dance between two characters that cannot<br />
<strong>in</strong>teract. After April stops runn<strong>in</strong>g around the area and is ‘caught’ by the creature it<br />
becomes clear that it is an attack that can’t actually change the situati<strong>on</strong> and could<br />
go <strong>on</strong> forever. Right: Baldur's Gate – It is possible to wander around the house,<br />
even to exam<strong>in</strong>e and take objects, without the owner resp<strong>on</strong>d<strong>in</strong>g. In dialogue he is<br />
completely unaware of what has taken place.<br />
39
Less dramatically, <strong>in</strong> Baldur’s Gate there were times when characters seemed unaware of<br />
my presence (and the presence of the five other adventurers <strong>in</strong> the party) even if we were<br />
suddenly <strong>in</strong>vad<strong>in</strong>g their home. For example, <strong>on</strong>e of my c<strong>on</strong>tacts <strong>in</strong> the slums of Athkatla was a<br />
prom<strong>in</strong>ent, and obviously wealthy, man. When we entered his house I seemed to go unnoticed<br />
as I wandered around his house (he <strong>on</strong>ly stood dumbly <strong>in</strong> the same spot) until the time when I<br />
f<strong>in</strong>ally decided to engage him <strong>in</strong> c<strong>on</strong>versati<strong>on</strong>.<br />
In all the games, though, there were places <strong>in</strong> which micro-impact was successfully<br />
dem<strong>on</strong>strated. In Riven, for example, as I approached the village a native appeared <strong>in</strong> a small<br />
tower and cranked the wheel that sounded an alarm. When I first saw the village itself I could<br />
see the last few <strong>in</strong>habitants scrambl<strong>in</strong>g to the safety of their houses. Later, when I managed to<br />
f<strong>in</strong>d Gehn’s private journal, its pages c<strong>on</strong>ta<strong>in</strong>ed the entry: “A stranger has arrived <strong>on</strong> Riven<br />
with a L<strong>in</strong>k<strong>in</strong>g Book to D’ni!” and went <strong>on</strong> to describe some of the events that took place when<br />
I first arrived <strong>in</strong> Riven.<br />
Riven – Left: Watch tower of Riven village. When the player-character reaches this<br />
po<strong>in</strong>t a man appears <strong>in</strong> the tower and sounds an alarm. Right: Gehn’s pers<strong>on</strong>al<br />
journal has an entry that shows that he is aware of the player-character’s arrival <strong>on</strong><br />
the islands.<br />
40
Macro-impact is similar to micro-impact but <strong>in</strong>volves the percepti<strong>on</strong> that the player-<br />
character can change the state of the wider world through acti<strong>on</strong> (or <strong>in</strong>acti<strong>on</strong>) and <strong>in</strong>fluence<br />
outcomes of events. In Baldur’s Gate, when I killed the trolls at D’Arness Keep, I found up<strong>on</strong><br />
return<strong>in</strong>g later to the area that th<strong>in</strong>gs had been restored to work<strong>in</strong>g state. The <strong>in</strong>habitants were<br />
back <strong>in</strong> the keep, gravest<strong>on</strong>es <strong>in</strong>dicated that the dead had been buried, and there were issues to<br />
deal with <strong>on</strong> the farms.<br />
Baldur's Gate – Left image: Outdoor scene show<strong>in</strong>g the hang<strong>in</strong>g bodies of the<br />
D’Arness defenders of the occupied Keep; Right image: Up<strong>on</strong> the player-character’s<br />
return after the Keep’s liberati<strong>on</strong>, a graveyard now stands outside the gates.<br />
Baldur’s Gate provided a few such examples of macro-impact especially related to the<br />
small quests early <strong>in</strong> the game. One limitati<strong>on</strong> of all of the games, however, was their failure to<br />
provide any real sense that the f<strong>in</strong>al outcomes of the ma<strong>in</strong> storyl<strong>in</strong>es could be changed. The<br />
<strong>on</strong>ly way to see the games to the end was to reproduce the pre-determ<strong>in</strong>ed events. The sense of<br />
macro-impact therefore waned as the game progressed and the focus switched the mail plot.<br />
When c<strong>on</strong>text and agency were well balanced, provid<strong>in</strong>g adequate granularity and range<br />
al<strong>on</strong>g with a sense of the player-character’s micro- and macro-impact <strong>on</strong> the virtual world, I<br />
41
found myself almost completely engrossed <strong>in</strong> the ficti<strong>on</strong> frame. When elements were miss<strong>in</strong>g<br />
or poorly balanced, the game and world frames became most prom<strong>in</strong>ent.<br />
Perhaps my least favorite moment occurred <strong>in</strong> The L<strong>on</strong>gest Journey, when I was stuck <strong>in</strong><br />
limbo <strong>on</strong> a balc<strong>on</strong>y with noth<strong>in</strong>g to do and no idea how to leave. There was another character<br />
stand<strong>in</strong>g next to me. I had just f<strong>in</strong>ished a c<strong>on</strong>versati<strong>on</strong> with him, but the available dialogue<br />
sequence didn’t allow me to ask him how to leave. Whenever I approached him to talk, the<br />
dialogue would unfold like this:<br />
Hello, Mr. Westhouse<br />
Back aga<strong>in</strong> so so<strong>on</strong>, Miss Ryan?<br />
I should get go<strong>in</strong>g.<br />
Alright.<br />
The L<strong>on</strong>gest Journey – On a small balc<strong>on</strong>y with no place to go. All logic breaks<br />
down when it is impossible to leave and yet the pers<strong>on</strong> stand<strong>in</strong>g right beside you<br />
doesn’t notice.<br />
Then he’d dr<strong>in</strong>k from his flask and noth<strong>in</strong>g would have changed. If I approached him<br />
aga<strong>in</strong>, we’d have the same c<strong>on</strong>versati<strong>on</strong> with no <strong>in</strong>dicati<strong>on</strong> that we’d just been talk<strong>in</strong>g or that I<br />
had been stand<strong>in</strong>g next to him all this time. Eventually, I went <strong>on</strong>l<strong>in</strong>e and found out the answer<br />
42
(I had to repair a watch with a pushp<strong>in</strong>) and was able to leave, but the experience left me<br />
frustrated and, from then <strong>on</strong>, much less able to become engrossed <strong>in</strong> the story.<br />
On the other end of the spectrum was my favorite quest <strong>in</strong> Baldur’s Gate; my favorite<br />
experience, <strong>in</strong> fact, with any of the games. Dur<strong>in</strong>g the course of adventur<strong>in</strong>g, I came across<br />
some slave traders <strong>in</strong> <strong>on</strong>e of the <strong>in</strong>ns that I had frequented many times before. It was by<br />
accident, and mostly out of curiosity, that I pursued the idea of gambl<strong>in</strong>g <strong>on</strong> animal fights. The<br />
background knowledge that I had already ga<strong>in</strong>ed about these slave traders suddenly came<br />
together with other mysteries that I had yet to solve. It turned the familiar old <strong>in</strong>n, which I<br />
thought I had explored completely, <strong>in</strong>to a place of sudden and surpris<strong>in</strong>g possibilities.<br />
Baldur's Gate – Left image: A mysterious c<strong>on</strong>versati<strong>on</strong> about spend<strong>in</strong>g m<strong>on</strong>ey <strong>on</strong><br />
some k<strong>in</strong>d of enterta<strong>in</strong>ment leads to further explorati<strong>on</strong>. Right image: The battle pits<br />
where slaves are used to fight animals for gambl<strong>in</strong>g purposes.<br />
The satisfy<strong>in</strong>g ‘com<strong>in</strong>g-together’ of this particular side story was primarily due to the<br />
sense that it was sp<strong>on</strong>taneous and open-ended and yet part of a wider <strong>in</strong>terc<strong>on</strong>necti<strong>on</strong> of events<br />
<strong>in</strong> the ficti<strong>on</strong>al world. In other words, I felt a str<strong>on</strong>g sense of agency (and both micro- and<br />
macro-impact) balanced well with the details of the story envir<strong>on</strong>ment.<br />
43
<strong>Narrative</strong> <strong>in</strong> computer games, I would argue, encompasses everyth<strong>in</strong>g tak<strong>in</strong>g place <strong>on</strong> the<br />
ficti<strong>on</strong> frame. It is a chr<strong>on</strong>icle of player-character acti<strong>on</strong>s as they take place with<strong>in</strong> a world<br />
created and described by the game and <strong>in</strong>terpreted through a s<strong>in</strong>gle perspective.<br />
The game frame becomes more transparent, allow<strong>in</strong>g more focus <strong>on</strong> the ficti<strong>on</strong> frame,<br />
when the player is able to act freely and c<strong>on</strong>sistently with<strong>in</strong> the game envir<strong>on</strong>ment. <strong>Narrative</strong><br />
<strong>in</strong> computer games thus becomes the creati<strong>on</strong> of both the developer and the player, a balance<br />
of acti<strong>on</strong> and detail. For this medium, then, narrative is agency <strong>in</strong> c<strong>on</strong>text.<br />
Discussi<strong>on</strong> / C<strong>on</strong>clusi<strong>on</strong><br />
As tempt<strong>in</strong>g as it is to imag<strong>in</strong>e famous works of art brought from the pages of a book – or<br />
even from the stage or screen – to be enacted as computer games, that c<strong>on</strong>cept is<br />
fundamentally flawed when we c<strong>on</strong>sider the def<strong>in</strong>iti<strong>on</strong> of computer game narrative to be<br />
agency <strong>in</strong> c<strong>on</strong>text. The essence of computer game narrative is agency, and at the core of<br />
agency is choice. Choice precludes the type of narrative experience possible <strong>in</strong> a book or play,<br />
enabl<strong>in</strong>g <strong>in</strong>stead a new type of narrative to flourish based <strong>on</strong> players’ experiences <strong>in</strong> the ficti<strong>on</strong><br />
frame.<br />
The role of the game developer <strong>in</strong> creat<strong>in</strong>g a game narrative is, therefore, not to author a<br />
story but to create compell<strong>in</strong>g spaces and situati<strong>on</strong>s that can be successful catalysts to<br />
mean<strong>in</strong>gful play. These spaces should be structured to <strong>in</strong>fluence participant behavior rather<br />
than dictat<strong>in</strong>g it, and to enable a series of seem<strong>in</strong>gly serendipitous moments of <strong>in</strong>sight and<br />
accomplishment rather than attempt<strong>in</strong>g to force a rigidly structured whole. They should<br />
provide enough detail to evoke the world frame, while ma<strong>in</strong>ta<strong>in</strong><strong>in</strong>g enough simplicity to avoid<br />
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<strong>in</strong>hibit<strong>in</strong>g agency and draw<strong>in</strong>g attenti<strong>on</strong> to the game frame. Such spaces, successfully created,<br />
encourage player events with a high potential to comb<strong>in</strong>e <strong>in</strong>to overarch<strong>in</strong>g, emergent patterns.<br />
The key is a framework that enables the player to co-create engag<strong>in</strong>g, emoti<strong>on</strong>ally charged, and<br />
pers<strong>on</strong>ally mean<strong>in</strong>gful experiences.<br />
Successful narrative games are agency rich, but unlimited agency is impossible given<br />
current (and foreseeable) technology. Developers, however, do not need to provide players<br />
with more powerful <strong>in</strong>terfaces; they need <strong>on</strong>ly create the illusi<strong>on</strong> of variety and possibility.<br />
Players’ sense of agency can be enhanced without new technologies through the exploitati<strong>on</strong> of<br />
the relati<strong>on</strong>ship between the ficti<strong>on</strong> and world frames. Clever designs leverage player<br />
psychology to their advantage, turn<strong>in</strong>g limited numbers of <strong>in</strong>-game acti<strong>on</strong>s <strong>in</strong>to <strong>in</strong>teracti<strong>on</strong>s<br />
with a rich and varied virtual world. To do so, developers need to cultivate a good<br />
understand<strong>in</strong>g of players’ cognitive processes, especially <strong>in</strong> terms of how they <strong>in</strong>terpret<br />
<strong>in</strong>formati<strong>on</strong> and react <strong>in</strong> various situati<strong>on</strong>s. They should pay attenti<strong>on</strong> to the <strong>in</strong>herent physical<br />
resp<strong>on</strong>ses and behaviors that are generally bey<strong>on</strong>d c<strong>on</strong>scious awareness. S<strong>in</strong>ce the ficti<strong>on</strong><br />
frame is generated through reference to the world frame, developers need to understand people<br />
not just as players but also as they act <strong>in</strong> the real world. They also need to anticipate the wide<br />
array of (and variati<strong>on</strong> <strong>in</strong>) skills people br<strong>in</strong>g to the play<strong>in</strong>g experience. This <strong>in</strong>cludes not <strong>on</strong>ly<br />
direct knowledge about games and game play, but also <strong>in</strong>direct knowledge from other areas of<br />
their lives.<br />
S<strong>in</strong>ce the world frame cannot be duplicated as a game envir<strong>on</strong>ment, good game design<br />
works with<strong>in</strong> the limitati<strong>on</strong>s of technology by structur<strong>in</strong>g game play so that those limitati<strong>on</strong>s<br />
are forced to the background. Game elements that br<strong>in</strong>g the player’s attenti<strong>on</strong> to the game<br />
45
frame should be m<strong>in</strong>imized through stylistic and po<strong>in</strong>t-of-view c<strong>on</strong>sistency <strong>in</strong> the game<br />
presentati<strong>on</strong> and the elim<strong>in</strong>ati<strong>on</strong> – or, when necessary, c<strong>on</strong>textualisati<strong>on</strong> - of computer-<strong>in</strong>itiated<br />
<strong>in</strong>terrupti<strong>on</strong>s to play. The player-character should be able to navigate the game space without<br />
hav<strong>in</strong>g to switch to player mode, and acti<strong>on</strong>s and c<strong>on</strong>sequences should appear to be dictated by<br />
the requirements of the ficti<strong>on</strong>al space and not by game logic.<br />
In other words, str<strong>on</strong>g narrative with<strong>in</strong> computer games is a functi<strong>on</strong> of how well a game<br />
expands and enhances the player’s percepti<strong>on</strong> of agency through the course of play, and of how<br />
well the ficti<strong>on</strong> frame creates the experience of a cohesive virtual world with<strong>in</strong> which the<br />
player can act as a character.<br />
Further C<strong>on</strong>siderati<strong>on</strong>s<br />
This analysis, I hope, has been a step toward understand<strong>in</strong>g – and improv<strong>in</strong>g – the functi<strong>on</strong> of<br />
narrative <strong>in</strong> computer games. It does, however, have some important limitati<strong>on</strong>s which further<br />
work should address. Because my study was limited to three games and c<strong>on</strong>ducted us<strong>in</strong>g first-<br />
pers<strong>on</strong> s<strong>in</strong>gle-player data, it leaves some questi<strong>on</strong>s unanswered such as: How c<strong>on</strong>sistent are<br />
ficti<strong>on</strong>s frames from <strong>on</strong>e player to another? How do less overtly narrative game genres such as<br />
sport<strong>in</strong>g, fight<strong>in</strong>g, and simulati<strong>on</strong> games create ficti<strong>on</strong> frames, and are there types of games <strong>in</strong><br />
which the c<strong>on</strong>cept of a ficti<strong>on</strong> frame is truly irrelevant? Do players <strong>in</strong> social situati<strong>on</strong>s dur<strong>in</strong>g<br />
multi-player games create a ficti<strong>on</strong> frame (or ficti<strong>on</strong> frames), and how does the narrative<br />
dimensi<strong>on</strong> of a game <strong>in</strong>fluence the social c<strong>on</strong>text of group play?<br />
There seems also to be someth<strong>in</strong>g to ga<strong>in</strong> – especially from a developer’s perspective –<br />
from further study of player behavior <strong>in</strong> terms of thought processes, typical resp<strong>on</strong>ses, and<br />
demographic variati<strong>on</strong>s. How, for <strong>in</strong>stance, do age, gender, and educati<strong>on</strong> level <strong>in</strong>fluence<br />
46
player resp<strong>on</strong>ses to agency and c<strong>on</strong>text, and how can games allow for a wider variety of<br />
preferences, resp<strong>on</strong>se patterns, and skill levels?<br />
One questi<strong>on</strong> does not need, I feel, to c<strong>on</strong>t<strong>in</strong>ue to be debated: whether computer games can<br />
c<strong>on</strong>ta<strong>in</strong> narrative. Let us <strong>in</strong>stead work <strong>on</strong> understand<strong>in</strong>g the process, functi<strong>on</strong>, and potential of<br />
narrative as it does undeniably exist <strong>in</strong> computer games to the enjoyment – and benefit – of<br />
their many players.<br />
47
References<br />
Br<strong>in</strong>gsjord, Selmer (2001, July). Is it possible to build dramatically compell<strong>in</strong>g <strong>in</strong>teractive<br />
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Daigle, Cliff (2000). The L<strong>on</strong>gest Journey – Review at <strong>Games</strong> Doma<strong>in</strong>. Retrieved June 15,<br />
2001 from http://www.gamesdoma<strong>in</strong>.com/gdreview/z<strong>on</strong>es/reviews/pc/dec00/tlj.html<br />
Darley, Andrew (2000). Visual Digital Culture: Surface Play and Spectacle <strong>in</strong> New Media<br />
Genres. New York, USA: Routledge.<br />
Dul<strong>in</strong>, R<strong>on</strong> (2000). The L<strong>on</strong>gest Journey Review for PC at GameSpot. Retrieved June 15, 2001<br />
from http://www.gamespot.com/pc/adventure/l<strong>on</strong>gestjourney/review.html<br />
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Poole, Steven (2000). Trigger Happy: The Inner Life of Video <strong>Games</strong>. L<strong>on</strong>d<strong>on</strong>, England:<br />
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Footnotes<br />
1 References <strong>on</strong> the impact of virtual <strong>in</strong>teracti<strong>on</strong>s:<br />
Life <strong>on</strong> the Screen by Sherry Turkle<br />
The Sec<strong>on</strong>d Self: <strong>Computer</strong>s and the Human Spirit by Sherry Turkle<br />
The Virtual Community: Homestead<strong>in</strong>g <strong>on</strong> the Electr<strong>on</strong>ic Fr<strong>on</strong>tier by Howard<br />
Rhe<strong>in</strong>gold (Paperback)<br />
Communities <strong>in</strong> Cyberspace by Marc A. Smith (Editor), Peter Kollock (Editor)<br />
(Paperback)<br />
The World Wide Web and C<strong>on</strong>temporary Cultural Theory : Magic, Metaphor, Power<br />
by Andrew Herman (Editor), Thomas Swiss (Editor) (Paperback)<br />
Interface Culture : How New Technology Transforms the Way We Create and<br />
Communicate by Steven Johns<strong>on</strong> (Paperback)<br />
50