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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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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 />

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