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>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 />
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