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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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<strong>in</strong> the hands of <strong>on</strong>e pers<strong>on</strong>." Similarly, <strong>in</strong> Balder's Gate the box teases: "[T]he stakes have<br />

become much higher. Will you resist the evil with<strong>in</strong> you, and forge a legend of heroic<br />

proporti<strong>on</strong>s? Or will you embrace your m<strong>on</strong>strous <strong>in</strong>ner nature, and carve a swath of<br />

destructi<strong>on</strong> across the Realms?"<br />

Most often, however, when computer games are discussed outside the gam<strong>in</strong>g world, the<br />

focus is <strong>on</strong> their k<strong>in</strong>etic play, frenetic acti<strong>on</strong> and violence. Rarely are they analyzed for their<br />

narrative potential, a subject still c<strong>on</strong>f<strong>in</strong>ed mostly to academic debate (and taken as a given by<br />

most players <strong>in</strong> the gam<strong>in</strong>g community). Some critics go as far as to questi<strong>on</strong> the quality of any<br />

narrative associated with computer games and their overall value as anyth<strong>in</strong>g more than<br />

unsophisticated, juvenile diversi<strong>on</strong>s. In the end, they argue, the stories games may tell compare<br />

poorly to those found <strong>in</strong> more established media such as novels and films, and any claims of<br />

<strong>in</strong>teractive narrative <strong>in</strong> games are more market<strong>in</strong>g hyperbole than fact.<br />

Do computer games tell stories? Are they truly <strong>in</strong>teractive narrative? If they do tell stories,<br />

why d<strong>on</strong>’t they seem to tell ‘good’ <strong>on</strong>es? Is it a limitati<strong>on</strong> of the medium, or a failure of<br />

authorship? Or is it <strong>on</strong>ly a perceived failure? Answers to these questi<strong>on</strong>s have been surpris<strong>in</strong>g<br />

elusive. One reas<strong>on</strong> might be the <strong>in</strong>herent difficulty <strong>in</strong> analyz<strong>in</strong>g any new medium, especially<br />

<strong>on</strong>e that departs as significantly from what has come before as the computer does. The pr<strong>in</strong>ted<br />

word and film are well established, both as creative palettes for narrative expressi<strong>on</strong> and as<br />

subjects of detailed critical analysis. It is difficult, but essential, to refra<strong>in</strong> from automatically<br />

carry<strong>in</strong>g forward these modalities to the analysis of computer games without first assess<strong>in</strong>g<br />

their validity for that purpose.<br />

8

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