GT LCC 3710 - GAME DESIGN AS NARRATIVE ARCHITECTURE

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GAME DESIGN AS NARRATIVE ARCHITECTURE By Henry Jenkins The relationship between games and story remains a divisive question among game fans, designers, and scholars alike. At a recent academic Games Studies conference, for example, a blood feud threatened to erupt between the self-proclaimed Ludologists, who wanted to see the focus shift onto the mechanics of game play, and the Narratologists, who were interested in studying games alongside other storytelling media.(1) Consider some recent statements made on this issue: "Interactivity is almost the opposite of narrative; narrative flows under the direction of the author, while interactivity depends on the player for motive power" --Ernest Adams (2) "There is a direct, immediate conflict between the demands of a story and the demands of a game. Divergence from a story's path is likely to make for a less satisfying story; restricting a player's freedom of action is likely to make for a less satisfying game." --Greg Costikyan (3) "Computer games are not narratives....Rather the narrative tends to be isolated from or even work against the computer-game-ness of the game." --Jesper Juul (4) "Outside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don't expect you to drop it and wait until it starts telling stories." --Markku Eskelinen (5) I find myself responding to this perspective with mixed feelings. On the one hand, I understand what these writers are arguing against - various attempts to map traditional narrative structures ("hypertext," "Interactive Cinema," "nonlinear narrative") onto games at the expense of an attention to their specificity as an emerging mode of entertainment. You say narrative to the average gamer and what they are apt to imagine is something on the order of a choose-your-own adventure book, a form noted for its lifelessness and mechanical exposition rather than enthralling entertainment, thematic sophistication, or character complexity. And game industry executives are perhaps justly skeptical that they have much to learn from the resolutely unpopular (and often overtly antipopular) aesthetics promoted by hypertext theorists. The application of film theory to games can seem heavy-handed and literal minded, often failing to recognize the profound differences Page 1 of 15Henry Jenkins9/21/2005mhtml:file://C:\Documents%20and%20Settings\mazalek\Desktop\Jenkins_narrativeArchit...between the two media. Yet, at the same time, there is a tremendous amount that game designers and critics could learn through making meaningful comparisons with other storytelling media. One gets rid of narrative as a framework for thinking about games only at one's own risk. In this short piece, I hope to offer a middle ground position between the ludologists and the narratologists, one that respects the particularity of this emerging medium - examining games less as stories than as spaces ripe with narrative possibility. Let's start at some points where we might all agree: 1) Not all games tell stories. Games may be an abstract, expressive, and experiential form, closer to music or modern dance than to cinema. Some ballets (The Nutcracker for example) tell stories, but storytelling isn't an intrinsic or defining feature of dance. Similarly, many of my own favorite games - Tetris, Blix, Snood - are simple graphic games that do not lend themselves very well to narrative exposition.(6) To understand such games, we need other terms and concepts beyond narrative, including interface design and expressive movement for starters. The last thing we want to do is to reign in the creative experimentation that needs to occur in the earlier years of a medium's development. 2)Many games do have narrative aspirations. Minimally, they want to tap the emotional residue of previous narrative experiences. Often, they depend on our familiarity with the roles and goals of genre entertainment to orientate us to the action, and in many cases, game designers want to create a series of narrative experiences for the player. Given those narrative aspirations, it seems reasonable to suggest that some understanding of how games relate to narrative is necessary before we understand the aesthetics of game design or the nature of contemporary game culture. 3) Narrative analysis need not be prescriptive, even if some narratologist - Janet Murray is the most oft cited example - do seem to be advocating for games to pursue particular narrative forms. There is not one future of games. The goal should be to foster diversification of genres, aesthetics, and audiences, to open gamers to the broadest possible range of experiences. The past few years has been one of enormous creative experimentation and innovation within the games industry, as might be represented by a list of some of the groundbreaking titles. The Sims, Black and White, Majestic, Shenmue; each represents profoundly different concepts of what makes for compelling game play. A discussion of the narrative potentials of games need not imply a privileging of storytelling over all the other possible things games can do, even if we might suggest that if game designers are going to tell stories, they should tell them well. In order to do that, game designers, who are most often schooled in computer science or graphic design, need to be retooled in the basic vocabulary of narrative theory. Page 2 of 15Henry Jenkins9/21/2005mhtml:file://C:\Documents%20and%20Settings\mazalek\Desktop\Jenkins_narrativeArchit...4) The experience of playing games can never be simply reduced to the experience of a story. Many other factors which have little or nothing to do with storytelling per se contribute to the development of a great games and we need to significantly broaden our critical vocabulary for talking about games to deal more fully with those other topics. Here, the ludologist's insistence that game scholars focus more attention on the mechanics of game play seems totally in order. 5) If some games tell stories, they are unlikely to tell them in the same ways that other media tell stories. Stories are not empty content that can be ported from one media pipeline to another. One would be hard-pressed, for example, to translate the internal dialogue of Proust's In Remembrance of Things Past into a compelling cinematic experience and the tight control over viewer experience which Hitchcock achieves in his suspense films would be directly


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