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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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Granularity is a measure of how f<strong>in</strong>e the player’s c<strong>on</strong>trol is over the range of aspects of the<br />

player-character acti<strong>on</strong>s, and how much of the c<strong>on</strong>trol is shared - or assumed by - the<br />

game/computer. Riven has a low granularity of movement, with movements be<strong>in</strong>g forced <strong>in</strong>to<br />

discreet leaps from <strong>on</strong>e positi<strong>on</strong> to another without the possibility of mov<strong>in</strong>g to a positi<strong>on</strong> (or<br />

viewpo<strong>in</strong>ts) <strong>in</strong> between. Baldur’s Gate has a higher granularity of movement, as the player-<br />

character can be chose a positi<strong>on</strong> essentially anywhere with<strong>in</strong> the current area. Even <strong>in</strong><br />

Baldur’s Gate, however, c<strong>on</strong>trol over movement is somewhat limited s<strong>in</strong>ce the player <strong>on</strong>ly<br />

determ<strong>in</strong>es the dest<strong>in</strong>ati<strong>on</strong> of a particular move while the computer c<strong>on</strong>trols the actual<br />

movements and selects the path.<br />

The different ways <strong>in</strong> which dialogue is presented and executed <strong>in</strong> the games illustrates the<br />

<strong>in</strong>fluence of granularity <strong>on</strong> game play. The L<strong>on</strong>gest Journey provides the player with c<strong>on</strong>trol<br />

over the sequence <strong>in</strong> which April asks questi<strong>on</strong>s and makes comments, but rarely provides<br />

opti<strong>on</strong>s for t<strong>on</strong>e or c<strong>on</strong>tent. Baldur's Gate provides a higher degree of granularity by structur<strong>in</strong>g<br />

dialogue sequences with flexibility and a range of resp<strong>on</strong>ses from meek to aggressive or good<br />

to evil. Although c<strong>on</strong>versati<strong>on</strong>s <strong>in</strong> both games are technically similar, my sense of agency was<br />

much str<strong>on</strong>ger <strong>in</strong> Baldur's Gate because I had a genu<strong>in</strong>e choice of how to resp<strong>on</strong>d and a sense<br />

of ownership and resp<strong>on</strong>sibility <strong>in</strong> shap<strong>in</strong>g the player-character’s <strong>in</strong>teracti<strong>on</strong>s.<br />

Because low granularity and range often caused a frustrat<strong>in</strong>g sense of limited – or even<br />

lack – of agency, it might seem obvious that higher levels of both would be desirable. If<br />

granularity and range could approach life-like levels, the result would, or course, be a sense of<br />

life-like agency. Even if it were possible, however, such verisimilitude, while undoubtedly<br />

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