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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<strong>Narrative</strong> <strong>in</strong> computer games, I would argue, encompasses everyth<strong>in</strong>g tak<strong>in</strong>g place <strong>on</strong> the<br />
ficti<strong>on</strong> frame. It is a chr<strong>on</strong>icle of player-character acti<strong>on</strong>s as they take place with<strong>in</strong> a world<br />
created and described by the game and <strong>in</strong>terpreted through a s<strong>in</strong>gle perspective.<br />
The game frame becomes more transparent, allow<strong>in</strong>g more focus <strong>on</strong> the ficti<strong>on</strong> frame,<br />
when the player is able to act freely and c<strong>on</strong>sistently with<strong>in</strong> the game envir<strong>on</strong>ment. <strong>Narrative</strong><br />
<strong>in</strong> computer games thus becomes the creati<strong>on</strong> of both the developer and the player, a balance<br />
of acti<strong>on</strong> and detail. For this medium, then, narrative is agency <strong>in</strong> c<strong>on</strong>text.<br />
Discussi<strong>on</strong> / C<strong>on</strong>clusi<strong>on</strong><br />
As tempt<strong>in</strong>g as it is to imag<strong>in</strong>e famous works of art brought from the pages of a book – or<br />
even from the stage or screen – to be enacted as computer games, that c<strong>on</strong>cept is<br />
fundamentally flawed when we c<strong>on</strong>sider the def<strong>in</strong>iti<strong>on</strong> of computer game narrative to be<br />
agency <strong>in</strong> c<strong>on</strong>text. The essence of computer game narrative is agency, and at the core of<br />
agency is choice. Choice precludes the type of narrative experience possible <strong>in</strong> a book or play,<br />
enabl<strong>in</strong>g <strong>in</strong>stead a new type of narrative to flourish based <strong>on</strong> players’ experiences <strong>in</strong> the ficti<strong>on</strong><br />
frame.<br />
The role of the game developer <strong>in</strong> creat<strong>in</strong>g a game narrative is, therefore, not to author a<br />
story but to create compell<strong>in</strong>g spaces and situati<strong>on</strong>s that can be successful catalysts to<br />
mean<strong>in</strong>gful play. These spaces should be structured to <strong>in</strong>fluence participant behavior rather<br />
than dictat<strong>in</strong>g it, and to enable a series of seem<strong>in</strong>gly serendipitous moments of <strong>in</strong>sight and<br />
accomplishment rather than attempt<strong>in</strong>g to force a rigidly structured whole. They should<br />
provide enough detail to evoke the world frame, while ma<strong>in</strong>ta<strong>in</strong><strong>in</strong>g enough simplicity to avoid<br />
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