Title: Games and Storytelling: Understanding Games
1Games and Storytelling Understanding Games
- Frans Mäyrä
- Research Director, PhD
- Game Research Lab
- Hypermedia Laboratory
2Birth of Game Studies, or Ludology
- Games are ancient, but academic study of them is
rather recent phenomenon - But there is some Stewart Culin Games of the
North American Indians Games of Chance Games
of Skill (1907), H.J.R. Murray, A History of
Chess (1913), Johan Huizinga, Homo Ludens A
Study of the Play-Element in Culture (1938),
Roger Caillois, Man, Play and Games (1958), The
Study of Games (Elliott M. Avedon Brian
Sutton-Smith, eds., 1971) modern game studies
(2000gt) - No prior research is no excuse any more
3Many lines of games history
4Games as a cultural phenomenon
- Games are based on play behaviour, which has
ambiguous and complex nature - Action that takes place in tension between a)
fixed rules and structures, b) free improvisation
and creativity - According to Johan Huizinga, play is older than
culture, but culture is also based on play
5Different varieties of games
- According to Roger Caillois, there is the basic
distinction ludus/paideia (more structured
games/more free games play forms) - In addition there are four basic categories
(agon, alea, mimicry, ilinx) - Ranging from competitions to games of chance,
from masks role-play to games of action
vertigo, the range of games is vast
6Definitions of play game
- Play is a free activity in which one
proceeds within its own proper boundaries of time
and space according to fixed rules and in an
orderly manner (Huizinga) - Game is an interactive structure of endogenous
meaning that requires players to struggle toward
a goal (Costikyan) - Focus on the magic circle the mental act of
framing (this is just a game, I am just
playing effects a magical act of imaginative
liberation) - Or games are what game designers create (Salen
Zimmerman)
7Gameplay and game thematics
- The core of game can be located at its
gameplay (the rule-bound interaction), but
there are also other important aspects of games
8Towards ludology
- Games were long allowed to enter academia only as
interactive fiction/narratives - Partly a question of cultural value literary and
visual arts were perceived to have such merits
that e.g. Pong (Atari, 1971) did not have - At the end of 1990s some literary and cultural
scholars started to see the need to study games
as games, i.e., from their own starting points,
rather than with the criteria of some other form
of art
9Simulation vs. representation?
- Gonzalo Frasca has emphasized the differences in
the fundamental character of simulation as
compared to representation - Simulation does not only represent objects and
systems, but also models their behaviours - Whereas representation is chosen and defined by
the artist/creator, a simulation allows for
experimentation by the user
10Ludology vs. narratology?
- At the early stages, ludology was positioned by
some as a counter-reaction towards the dominant
narratological views - The storytelling potentials of games were
strongly rejected a game is not a story (but
players can use games for storytelling purposes) - Today, most games scholars would see the
situation as more multidimensional - There are games that are more toy/tool-like
they are strong in simulation but some games
are rather linear, and are thereby pre-scripted
vehicles for authorial expression
11Story vs. game world?
- There is difference between plot, story, and
intrigue (dramatic/dynamic tension) - In order to have a narrative, there needs to be
both narrator and narratee games do not
naturally fit into this kind of structure (e.g.
Tetris and other more abstract games) - Where games can have storylines as potentials,
they all can be seen to have a game world - A game world is the space that is imaginatively
entered when gameplay starts
12Example the world of Tolkien
- J.R.R. Tolkien, a philologist and an Oxford
professor, orginally created his Middle-Earth
in order to give background to the invented
languages he had been working on from his youth - Similar to the folktales and mythologies Tolkien
admired, Middle-Earth was an endless process of
creation, addition and alteration, rather than a
fixed and unified collection of stories
13From a world into a game
- Tolkiens work has made a profound impact on both
fantasy literature and game design - Entering the world of fiction has got various
implementations - Early role-playing games (e.g. DungeonsDragons,
TSR, 1974) combined a fantasy setting with the
gameplay mechanisms adapted from miniature war
games - Advent, Angband and others took the world
exploration aspect as the focus of gameplay
14Story-driven Tolkien-adaptations
- The Hobbit by Beam Software, 1982 (a C64
classic) - A text adventure, gameplay based on a parser with
rather good vocabulary - The plot of the novel broken into multilinear
task-structures
15Current range of LOTR games
- Action adventures Fellowship of the Ring
(Surreal, 2002), Two Towers (Stormfront, 2002),
The Return of the King (EA Games, 2003) - Strategy War of the Ring (Liquid Ent. 2003)
- MMORPG Middle-Earth Online (Turbine, under
development) - In addition a range of board games, traditional
war games, role-playing games etc.
16Focus cinematic action with a LOTR theme
17Focus strategic action with a LOTR theme
18Focus exploration, character advancement and
community creation with a LOTR theme
19Conclusions
- Both at the core gameplay level, and at the
secondary (e.g. thematic) level, there are
extensive range of alternatives - Typical game genre characterisations are
combinations of core and secondary elements, e.g.
space shooter, fantasy RPG, or military
strategy - Gameplay is an act that takes place in the
crossing of contexts those of different kinds of
games and those of various kinds of players