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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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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 />

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