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What is Narrative?

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What is Narrative? Janet Murray, Fox Harrell, Espen Aarseth and Ian Bogost – PowerPoint PPT presentation

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Title: What is Narrative?


1
What is Narrative?
  • Janet Murray, Fox Harrell, Espen Aarseth and Ian
    Bogost

2
Narratology v. Ludology
  • Narratology - the study of narrative
  • Ludology- study of games
  • Do games have a narrative structure or are they
    just rulesets play
  • Play is directed, but not structured

3
Espen Aarseth
  • Is actually a narratologist. His argument was
    always with narrativists
  • People who think everything is a story
  • Computer games are not games. They are software
    containing games. We say they are games as a
    metonym
  • Games and stories have common underlying elements

4
Common elements
  • Objects, events (plot), characters, and spaces
  • All of these can be static or dynamic within a
    game (always static in a text)
  • Variability in plot of the game has been explored
    exhaustively but has failed to generate good game
    stories
  • Should focus instead on character development
  • Interactivity is too vague a term

5
Interactivity
  • Four kinds
  • Explorative moving through a space in a
    player-driven order
  • Configurative player causes meaningful change in
    the game world/objects
  • Social player converses or plays with other
    people or AI-driven NPCs
  • Creative player uses the game as a tool to
    create a meta-narrative (such as machinima), new
    game objects (such as virtual property), or even
    new games (user-generated content, game mods)

6
Fox Harrell
  • Phantasmal or deep-structural media
  • Interested in cognitive, creative computing and
    cultural specificity
  • Focus on the author as creating subjective
    meaning through code, visuals, and text
  • From the players perspective, an emphasis on
    allowing them some creativity while also
    procedurally generating content for them to
    confront and analyze

7
Generativity Improvisation
  • Comparison to numerous forms of jazz composition
    - formal play and variation
  • Emphasis on content different cultures have
    different values, which provide meaningful
    difference independent of form
  • Chimerical identity - game avatars that change
    based on player action (without them explicitly
    wanting to change) in order to alter context

8
Janet Murray
  • Famous for arguing that Tetris tells the story of
    the contemporary middle-class labor condition
  • Considers the ludology/narratology debate dead.
  • More interested in understanding what makes a
    good or dramatic game story
  • Procedurality participation agency
  • Agency story arc dramatic interactive
    narrative
  • Does not consider story and game (complex rules
    or models) to exist at an antagonistic inverse

9
Multisequential stories
  • Branching narratives such as choose-your-own-adven
    ture novels or Oulipo
  • Drama comes from discerning the overall pattern
    plus intersecting nodes (as in RG Are Dead)
  • Agency requires clear cues for when to act and
    how that act has affected the game/story world
    (Aarseths configurative interactivty)

10
Multiform stories
  • The Rashomon effect or meaningful difference
    through variation replay
  • Groundhog Day the ideal legacy example
  • Provides clear references (or static events) that
    anchor all variations (the puddle)
  • Façade by Mateas and Stern allows this through
    dramatic arc, text parser, artificial
    intelligence, secrets withheld from the player
    but gleaned through multiple playthroughs
  • Unfortunately no direct agency for given action

11
Ian Bogost (moderator)
  • Are games stories? is a lark
  • Games are rulesets context
  • Like Aarseth, more interested in objects, events,
    characters, and world (speculative
    realism--slutty or object-oriented ontology)
  • Procedural authorship or rhetoric is the
    expression of argument or feeling through code
    alone
  • In fact, stories and narratives have rules
    meaning it is more likely that stories are static
    games than games are dynamic stories
  • Cognitively and evolutionarily, play, action, and
    context precede literary thought processing
    (George Lakoff)
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