Games Telling Stories?
By Jesper Juul
We were asked to read an article by Jesper Juul on the
narrative structure and rules for games. I will paste certain parts of the
article that I find interesting or helpful and I will try to make some notes on
them.
- 1)We use
narratives for everything. 2) Most games feature narrative introductions and
back-stories. 3) Games share some traits with narratives.
Without narrative, there wouldn’t be any flow or drive to pursue the game. - 1) Games are
not part of the narrative media ecology formed by movies, novels, and theatre.
2) Time in games works differently than in narratives. 3) The relation between
the reader/viewer and the story world is different than the relation between
the player and the game world.
I believe this stems from the view of non players of games who believe it that you can never be as fully immersed in a game story/world as opposed to a book or film almost as if they aren’t even a form of legit storytelling. - The primary thing that encourages the player to connect game and
movie is the title "Star Wars" on the machine and
on the screen. If we imagine the title removed from the game, the connection
would not be at all obvious.
There needs to be a strong correlation between a film narrative structure and a video game narrative structure (and vice versa) for the player/viewer to understand and follow the narrative itself. - Now, not just in the sense that the
viewer witnesses events now, but in the sense that the events are happening
now, and that what comes next is not yet determined.
Narrative in film, novels and other non game related media has a sense of “now” to its tense where as a game often does not, or can at least drastically change the tense in ways other media does not. - […]you cannot
have interactivity and narration at the same time. And this means in practice
that games almost never perform basic narrative operations like flashback and
flash forward. Games are almost always chronological.
Flashbacks/forwards and cut scenes in games are set up for the player and almost give away no narrative elements. They are always chronological with the events that unfold and they can not be interpreted in another way. - The reader/viewer need an emotional
motivation for investing energy in the movie or book; we need a human actant to
identify with. This is probably also true for the computer game, only this actant is
always present - it is the player.
The viewer needs something to become emotionally invested in to feel the full effects of narrative. - The difference between the now in
narratives and the now in games is that first now concerns the situation where
the reader's effort in interpreting obscures the story - the text becomes all
discourse, and consequently the temporal tensions ease. The now of the game
means that story time converge with playing time, without the story/game world
disappearing.
I picked this out because I thought it made sense when I read it but now I am not so sure. I think it means that in game, the player controls time throughout the narrative structure and that this in itself is NOT narrative structure because it is being controlled by the player whereas in books the reader is given a tense and time frame to grasp when reading the story so the narrative unfolds itself. I am probably very wrong –sad face-. - Narratives are basically
interpretative, whereas games are formal.
I think this means that games force the player down a formal narrative path whereas the reader/viewer of other media is interpreted from the material given under strict narrative structure.
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