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Games and Storytelling: Understanding Games

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Title: Games and Storytelling: Understanding Games


1
Games and Storytelling Understanding Games
  • Frans Mäyrä
  • Research Director, PhD
  • Game Research Lab
  • Hypermedia Laboratory

2
Birth 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

3
Many lines of games history
4
Games 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

5
Different 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

6
Definitions 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)

7
Gameplay 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

8
Towards 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

9
Simulation 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

10
Ludology 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

11
Story 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

12
Example 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

13
From 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

14
Story-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

15
Current 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.

16
Focus cinematic action with a LOTR theme
17
Focus strategic action with a LOTR theme
18
Focus exploration, character advancement and
community creation with a LOTR theme
19
Conclusions
  • 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
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