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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critical quest <strong>in</strong>formati<strong>on</strong>. Understand<strong>in</strong>g and apply<strong>in</strong>g <strong>in</strong>formati<strong>on</strong> imbedded <strong>in</strong> these<br />
dialogues was often key to progressi<strong>on</strong>, and many quests and could be triggered and executed<br />
at different times and <strong>in</strong> a variety of ways, leav<strong>in</strong>g the game mechanics far more transparent<br />
and allow<strong>in</strong>g the player’s focus to rema<strong>in</strong> with the player-character and the ficti<strong>on</strong> frame.<br />
Similarly, <strong>in</strong> a schoolroom <strong>in</strong> Riven, the player discovers an educati<strong>on</strong>al toy for learn<strong>in</strong>g<br />
the D’ni’s count<strong>in</strong>g system. The player is able to play with the toy and learn, ga<strong>in</strong><strong>in</strong>g<br />
<strong>in</strong>formati<strong>on</strong> to use <strong>in</strong> later puzzles. Here also, the c<strong>on</strong>text supported and enhanced my sense of<br />
agency.<br />
Riven – Left image: The school room <strong>in</strong> the village <strong>on</strong> Riven; Right image: This is a<br />
simple game. Click <strong>on</strong> the handle and it sp<strong>in</strong>s a wheel stopp<strong>in</strong>g at a random<br />
character (seen <strong>in</strong> the base). The little man is then lowered a certa<strong>in</strong> number of<br />
notches (corresp<strong>on</strong>d<strong>in</strong>g to the symbol). Click aga<strong>in</strong> and the other side is lowered<br />
until f<strong>in</strong>ally <strong>on</strong>e player is snapped by the fish mouth <strong>on</strong> the base. This is not <strong>on</strong>ly a<br />
clever children’s game, it also very useful to learn D’ni numbers.<br />
More directly, the game’s c<strong>on</strong>text can compensate for limits to agency by provid<strong>in</strong>g<br />
explanati<strong>on</strong>s for them. Technology, time, and space c<strong>on</strong>stra<strong>in</strong>ts (as well as the mak<strong>in</strong>g of a<br />
coherent story) preclude unlimited agency. The player-character <strong>in</strong> any game will so<strong>on</strong> run <strong>in</strong>to<br />
<strong>in</strong>accessible areas, but build<strong>in</strong>gs can have corridors, rooms can have walls, doors can be<br />
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