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The Cooperative Contract 231relies heavily on inferences made by a reader about the author’s intent. Considerthe following passage, suggested by the experiments in [9]. James Bond hasbeen captured by criminal genius Blofeld and taken at gunpoint to his hideout.James’ hands were quickly tied behind his back, but not before he deftly slida rather plain-looking black plastic men’s comb into the back pocket of his jumpsuit. Blofeld’s man gave him a shove down the hallway towards the source of theominous noises that he’d heard earlier.In the passage above, the author makes an explicit reference to the comb inJames’ pocket. As readers, we assume that this information will be central tosome future plot element (e.g., the comb will turn out to be a laser or a lockpick or a cell phone) - why else would the author have included it? So we setto work at once anticipating the many ways that James might use the "comb"to escape from what seems a serious predicament. When the comb later turnsout to be as central as we suspected, we’re pleased that we figured it out, butthe inference that we made was licensed only by our assumption that the authorwas adhering to the Maxim of Relevance. In fact, Relevance comes to play sooften in narrative that its intentional violation by an author has a name of itsown: the red herring.This type of co-operative agreement exists in other, less conventional communicativecontexts as well. Film, for instance, also relies on the same communicativeprinciples [2]. As one example, when the location of action in afilm changes from Place A to Place B, filmmakers often insert an external shotof Place B after the action at Place A ends. Called an establishing shot, thisinserted footage acts as a marker for the viewer, helping her to understand there-location of the action without breaking the narrative flow by making thetransition explicit.3. A Cooperative Contract for Interactive StoriesFor the designer of a narrative-oriented game that allows substantive userinteraction, the greatest design challenge revolves around the maintenance of theco-operative contract, achieved by the effective distribution of control betweenthe system and its users. If a game design removes all control from the user, theresulting system is reduced to conventional narrative forms such as literature orfilm. As we’ve discussed above, well-established conventions in these mediaprovide clear signals to their audience, but provide for no interaction with thestory. Alternatively, if a game design provides the user with complete control,the narrative coherence of a user’s interaction is limited by her own knowledgeand abilities, increasing the likelihood that the user’s own actions in the gameworld will, despite her best efforts, fail to mesh with the storyline.Most interactive games have taken a middle ground, specifying at designtimesets of actions from which the user can choose at a fixed set of points

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