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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<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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