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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In The L<strong>on</strong>gest Journey, for example, my engrossment with the ficti<strong>on</strong> frame suffered<br />
when it proved impossible at <strong>on</strong>e po<strong>in</strong>t to go to a subway stati<strong>on</strong> that I (through April) had<br />
previously visited. This limitati<strong>on</strong> did not make sense with<strong>in</strong> the logic of the world (<strong>on</strong>e of the<br />
stati<strong>on</strong>s, <strong>in</strong> fact, was <strong>in</strong> an area where April lived). Without any explanati<strong>on</strong> for it, there was<br />
no way to <strong>in</strong>terpret this limitati<strong>on</strong> as anyth<strong>in</strong>g other than an arbitrary requirement of the game,<br />
and so it drew me <strong>in</strong>to the perspective of the game frame.<br />
If granularity and range are not necessarily desirable at life-like levels, but at lower and<br />
<strong>in</strong>c<strong>on</strong>sistent levels are detrimental to a player’s sense of agency, how is a satisfy<strong>in</strong>g gam<strong>in</strong>g<br />
experience – <strong>on</strong>e <strong>in</strong> which the player is engrossed <strong>in</strong> the ficti<strong>on</strong> frame – even possible?<br />
What made it possible <strong>in</strong> these games was the c<strong>on</strong>text <strong>in</strong> which the agency was enacted,<br />
which ma<strong>in</strong>ta<strong>in</strong>ed my engrossment <strong>in</strong> the ficti<strong>on</strong> frame despite limited granularity, range and<br />
c<strong>on</strong>sistency.<br />
Because the ficti<strong>on</strong> frame acts as a pseudo world frame, appropriate evocative world-based<br />
triggers (the sound of w<strong>in</strong>d <strong>in</strong> the background, a heartbeat, birds s<strong>in</strong>g<strong>in</strong>g, etc.) encourages<br />
engrossment with the ficti<strong>on</strong> frame rather than with the game frame. And because the game’s<br />
c<strong>on</strong>text - from the music, sound effects and graphics to dialogue, character development and<br />
plot – draws <strong>on</strong> the world frame, simple, repetitive player <strong>in</strong>puts can be made to seem like a<br />
wide range of acti<strong>on</strong>s. The result is a percepti<strong>on</strong> by the player that there is far more variati<strong>on</strong><br />
and choice than actually exists. For example, <strong>in</strong> The L<strong>on</strong>gest Journey, a s<strong>in</strong>gle player acti<strong>on</strong><br />
sequence (click left mouse butt<strong>on</strong> <strong>on</strong> first object, move po<strong>in</strong>ter over sec<strong>on</strong>d object, click left<br />
mouse butt<strong>on</strong>) is used to c<strong>on</strong>struct the illusi<strong>on</strong> of a wide range of possibilities from mix<strong>in</strong>g a<br />
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