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Chapter 28THE COOPERATIVE CONTRACTIN INTERACTIVE ENTERTAINMENTR. Michael YoungLiquid Narrative Group, North Carolina State UniversityAbstractInteractions with computer games demonstrate many of the same social andcommunicative conventions that are seen in conversations between people. Ipropose that a co-operative contract exists between computer game players andgame systems (or their designers) that licenses both the game players’ and thegame designers’ understanding of what components of the game mean.As computer and console games become more story-oriented and interactivitywithin these games becomes more sophisticated, this co-operative contract willbecome even more central to the enjoyment of a game experience. This chapterdescribes the nature of the co-operative contract and one way that we are designinggame systems to leverage the contract to create more compelling experiences.1. IntroductionWhen people speak with one another, they co-operate. Even when we argue,we are collaborating together to exchange meaning. In fact, we agree on awide range of communicative conventions; without these conventions, it wouldbe impossible to understand what each of us means when we say something.This is because much of what we mean to communicate is conveyed not by theexplicit propositional content of our utterances, but by the implicit, intentionalway that we rely or fail to rely upon conventions of language use when wecompose our communication.Across many media, genres and communicative contexts, the expectationof co-operation acts much like a contract between the participants in a communicativeendeavor. By establishing mutual expectations about how we’ll beusing the medium of our conversation, the contract allows us to eliminate muchof the overhead that communication otherwise would require. Our claim isthat this compact between communicative participants binds us just as stronglywhen we interact with computer games as when we interact with each other in

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