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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Macro-impact is similar to micro-impact but <strong>in</strong>volves the percepti<strong>on</strong> that the player-<br />
character can change the state of the wider world through acti<strong>on</strong> (or <strong>in</strong>acti<strong>on</strong>) and <strong>in</strong>fluence<br />
outcomes of events. In Baldur’s Gate, when I killed the trolls at D’Arness Keep, I found up<strong>on</strong><br />
return<strong>in</strong>g later to the area that th<strong>in</strong>gs had been restored to work<strong>in</strong>g state. The <strong>in</strong>habitants were<br />
back <strong>in</strong> the keep, gravest<strong>on</strong>es <strong>in</strong>dicated that the dead had been buried, and there were issues to<br />
deal with <strong>on</strong> the farms.<br />
Baldur's Gate – Left image: Outdoor scene show<strong>in</strong>g the hang<strong>in</strong>g bodies of the<br />
D’Arness defenders of the occupied Keep; Right image: Up<strong>on</strong> the player-character’s<br />
return after the Keep’s liberati<strong>on</strong>, a graveyard now stands outside the gates.<br />
Baldur’s Gate provided a few such examples of macro-impact especially related to the<br />
small quests early <strong>in</strong> the game. One limitati<strong>on</strong> of all of the games, however, was their failure to<br />
provide any real sense that the f<strong>in</strong>al outcomes of the ma<strong>in</strong> storyl<strong>in</strong>es could be changed. The<br />
<strong>on</strong>ly way to see the games to the end was to reproduce the pre-determ<strong>in</strong>ed events. The sense of<br />
macro-impact therefore waned as the game progressed and the focus switched the mail plot.<br />
When c<strong>on</strong>text and agency were well balanced, provid<strong>in</strong>g adequate granularity and range<br />
al<strong>on</strong>g with a sense of the player-character’s micro- and macro-impact <strong>on</strong> the virtual world, I<br />
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