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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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felt demoted and passive until c<strong>on</strong>trol was returned. Riven, for example, freezes play dur<strong>in</strong>g<br />

video sequences and animati<strong>on</strong>s (mean<strong>in</strong>g that c<strong>on</strong>trols are frozen every time a door is opened<br />

or some mechanism is <strong>in</strong> operati<strong>on</strong>), and some of The L<strong>on</strong>gest Journey’s dialogue and acti<strong>on</strong><br />

sequences, <strong>on</strong>ce <strong>in</strong>itiated, can last for many m<strong>in</strong>utes without the any chance for the player to<br />

<strong>in</strong>fluence them.<br />

Worse, at the end of the first chapter of Baldur's Gate, after the escape from the labs of<br />

Irenicus, Imoen (who has to this po<strong>in</strong>t been under my c<strong>on</strong>trol <strong>in</strong> all battle sequences) suddenly<br />

attacks Irenicus and is impris<strong>on</strong>ed. Although the ma<strong>in</strong> plot requires this event, it caused an<br />

<strong>in</strong>evitable suspensi<strong>on</strong> of my engagement with the ficti<strong>on</strong> frame and reduced my sense of<br />

agency for the rema<strong>in</strong>der of the game.<br />

To ma<strong>in</strong>ta<strong>in</strong> engrossment with the ficti<strong>on</strong> frame, the c<strong>on</strong>text should not <strong>on</strong>ly support<br />

agency but also seem to be affected by it. The sense of hav<strong>in</strong>g an impact <strong>on</strong> the virtual world –<br />

that the c<strong>on</strong>text of play is sensitive to player-character acti<strong>on</strong>s with<strong>in</strong> it – is the essence of<br />

agency. Acti<strong>on</strong>s <strong>in</strong> the world frame have c<strong>on</strong>sequences, and acti<strong>on</strong>s <strong>in</strong> the ficti<strong>on</strong> frame must<br />

as well. Both micro-impact and macro-impact are essential.<br />

C<strong>on</strong>t<strong>in</strong>ued engrossment requires a perceivable impact of acti<strong>on</strong>s of the envir<strong>on</strong>ment.<br />

Micro-impact means that items taken should not reappear and broken items should not mend<br />

themselves (without an adequate explanati<strong>on</strong>). When a player-character returns to talk to the<br />

same character more than <strong>on</strong>ce, the character’s resp<strong>on</strong>se should reflect that.<br />

The L<strong>on</strong>gest Journey attempts to create a sense of micro-impact by hav<strong>in</strong>g characters<br />

resp<strong>on</strong>d differently the sec<strong>on</strong>d time April approaches them. Unfortunately (and<br />

understandably) the third time is generally the same as the sec<strong>on</strong>d and reflects neither new<br />

38

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