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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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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 />

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