Title: The Play is the Thing
1The Play is the Thing
- Storytelling in Gaming
- Kim Pearson
2Chris Crawford
- Think, pair, share exercise
- What does he say about storytelling in gaming?
- What assumptions is he making
- About gaming?
- About storytelling?
- Do you agree with him? Why or why not?
3Your take Crawford on storytelling
- Storytelling in games is not truly interactive
- Sometimes you are forced, text-based adventures
offer more choice - Often extraneous
- Disagreement storytelling-games symbiotic
- Some of the greatest games dont have a story
SIMS, PacMan, Tetris - Disagreement Not unimportant, just not well done
currently because people doing it come from comp
sci -- Shrek v. Final Fantasy - Problem is that its treated as just another
element - Life is an interactive story, storytelling should
be a vehicle for entertaining, not achieving a
goal - Backstory is unimportant
- Slight disagreement -- strong one might enhance,
but weak one will not help - Hard to implement verbs
- Makes assumptions that stories are static and
games are dynamic, but this is mistaken -- some
games have fairly static elements
4What is interactive storytelling?
- Storytelling that is affected by user/audience
action/reaction - Example Sheherazade 1,001 Arabian nights
- Butwhat do we mean by storytelling?
5Storytelling redux
Rising action
CLIMAX
Falling action
CONFLICT
Resolution
- Self v. Self
- Self v. Other
- Self v. Nature (God)
- Self v.Society
Protagonist
6But when is life ever simple?
- Narratives are constructed via scene and sequel,
which can contain their own narratives - Narratives depend on meta-narratives for meaning
- Reconsider Sheherazade
7The meta-narrative of Sheherazade
- Islamic morality tale
- Religious, cultural context establishes her
character, explains her power - Decontextualized, 1001 nights is just a fairytale
collection
8Reading Sheherazade
2. Stars - Divinity, supremacy (Islamic)
attributes of the Queen of Heaven, primarily
symbol of Ishtar or Venus.
1. Crescent moon - Female symbol, feminine power
the crescent moon is a symbol of Islam.
3. Jewels -Amethyst - Gem of healing.Ruby -
Royalty, dignity, love, passion, beauty.Pearls -
The feminine principle -- moon, waters, chastity,
purity.Diamonds - Light, life, incorruptibility,
constancy, sincerity, innocence.
5. Hands -Right-palm out - Blessing, divine grace
and favor also, Islamic The Hand of Fatima
represents the Hand of God. Left hand - Hands are
one of the most symbolic members of the body --
the hands are said to speak.
4. Third Eye - Spiritual consciousness,
transcendent wisdom.
6. Feet - Freedom the sole is the measurement
of time
9Storytelling redux
- Defies father
- Plots with sister
- Entices King with first story
- Lessons imparted
Virgins freed Sheherazade as queen
Kings epiphany
Sheherazade and virgins v. King
Resolution
Protagonist foreshadowing
10Storytelling elements
- Plot Linear, closed
- Character defined by evocative imagery, actions
- Supporting characters
- Pacing, tension
- Masterplots
11What does this have to do with gaming?
- While not all games use the kind of narratives
Crawford alludes to, many evoke existing
culturally-based narratives - However, game players dont have universal points
of reference, so game has to work on more than
one level - The following games are basically the same score
points by lining up objects. What distinguishes
them? Is this storytelling?
12Sample Yahoo! games
- Jewel Quest
- Alchemy
- Avalanche
- Cubis
- Any storytelling here? Ho about this one
- Alabama Literacy Test
13Gaming sometimes
- Uses culturally resonant narratives as an aid to
game play - Uses narrative as a pretext for game play rather
than an prominent element - Still, even a skeletal storyline sets parameters
for character development, rules of play,
esthetics, structure, etc - But the kind of game were building doesnt use
such a simple structure
14Multilinear narratives
Rising action
CLIMAX
Falling action
CONFLICT
Resolution
- Self v. Self
- Self v. Other
- Self v. Nature (God)
- Self v.Society
Protagonist
15Crash
- Popular film using multilinear, open-ended
narratives - Plot carried forward by a series of crashes
- Opening dialogue establishes theme and its
multiple meanings - Lets watch the trailer
16Story elements
- Plot and twists
- Setting sound, interior-exterior, hazy lighting
- Character delineation how do we come to
understand who the man and woman in the car are? - Evocative scenes in film and in game
17Debriefing
- What are the levels of storytelling in the game?
- Whatis the purpose of the game?
- How effective is it?
18Some concluding observations
- Games often use implicit, rather than explicit
narrative devices - The extent to which the user recognizes and
embraces the narrative aspects of the game can
depend on the cultural understanding of the
player(s) - Multilinear narratives need to have the certain
elements of the plot spelled out early. - Your thoughts?