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A Functional Perspective on Narrative in Computer Games - Wolf Maul

A Functional Perspective on Narrative in Computer Games - Wolf Maul

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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 />

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