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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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<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 />

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