Narrative, Interactivity, Play, and Games: Four Naughty concepts in Need of Discipline IAT 810 Veronica Zammitto.

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Narrative, Interactivity, Play, and Games: Four Naughty concepts in Need of Discipline IAT 810 Veronica Zammitto

The article is about: Identifying a “desperate” need for discipline games and stories “The” Question: –In what ways might we consider a game a “narrative thing”? Instead of replicating narrative forms, how to invent a new one. Game and Story are pried and recombined into four concepts for bringing insight to their interrelations and providing critical tools. ♣ narrative♣ interactivity ♣ play♣ game

Disclaimers 1.Concepts, Not Categories. There is a hard stress on these four as concepts, not as categories. Each concept overlaps and intersects the others. 2.Forget the Computer. The article is considering the concepts in a broad spectrum, considering digital and non-digital games. 3.Defining Definitions. Four definitions are given for a conceptual utility rather than an explanation of the phenomena.

Narrative J. Hillis Miller’s definition : state that changes insightfully. There is an initial state, a change, and an insight due to that change. A personification of events rather than a series of events. This is the representational aspect of narrative. The representation is constituted by patterning and repetition. Examples of narrative: Book: contains events represented through text, patterned experience, and language Chess: states, resulting insight (outcome), a stylized representation of a war, patterned structures of time (runs), and space (grid).

Interactivity Four overlapping modes of narrative interactivity: Mode 1: Cognitive Interactivity – Interpretive Participation with a Text: psychological, semiotic, reader response. Ei: reread a book several years later. Mode 2: Functional Interactivity – Utilitarian Participation with a Text: Functional, structural interactions with the material textual apparatus. Example: table of contents, index, graphic design. Mode 3: Explicit Interactivity – Participation with Designed Choices and Procedures in a Text. Common sense interaction definition, includes: choices, random event, dynamic simulations. Mode 4: Meta-interactivity or Cultural Participation with a Text: outside the experience of a single text. Fan culture.

Play Category 1: Game Play – Formal Play of Games: what kind of play occurs? (board game, card game, computer game) Category 2: Ludic Activities – Informal Play: non game behaviors, less formalized. Category 3: Being Playful – Being in a Play State of Mind: Injecting a spirit of play into some other action Play is the free space of movement within a more rigid structure. Play exists both because of and also despite the more rigid structures of a system. The Challenge: to design the potential for play into the structure of the experience. The Trick: To design structure can guide and engender play, but never completely script it in advance.

Games Approach: What separates the play of games from other kinds of ludic activities. Definition : A game is a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome.

Mixing and Matching Consider the following concepts as frames or schemas to use to tease particular qualities of the game phenomena: –Narrative: games are narrative systems –Interactivity: games embodied the 4 of them, particularly explicit interactivity. –Play: games one of the forms of play –Games and Stories: Story = experience of a narrative. »Dissatisfaction = with the way that games function as storytelling systems. »Again the question: how games are narrative? (Not if games are narrative)

Example Ms. Pac-Man One way of framing games is to frame them as game-stories Many story elements that are not directly related to the gameplay: Cut-scenes Characters on the physical arcade What kind of story is? About life and death About consumption and power About relationships (elements and system) Strategic pursuit through a constrained space. Dramatic reversals of fortune

Wrap-up and Send-off How to create new kind of game-play stories? What if dynamic play procedures were used as the very building blocks of storytelling? –Example: the Sims, instead of a prescripted narrative, it functions as a kind of story-machine. Critics: –Crawford: + : clear concepts, so far used as “pet theories”. Zimmerman concentrates on the utility rather than the form - : how useful are those definitions? –Julls: The game-story angle is a lens that emphasizes character, graphical production value and retrospection, and hides player activity, gameplay, and replayability. Focus on their weaknesses rather than their strengths.

More examples Spore Hunter RPG without-space-hunter-rpg/