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The Play is the Thing

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Some of the greatest games don't have a story: SIMS, PacMan, Tetris. Disagreement: Not unimportant, just not well done currently because people doing ... – PowerPoint PPT presentation

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Title: The Play is the Thing


1
The Play is the Thing
  • Storytelling in Gaming
  • Kim Pearson

2
Chris 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?

3
Your 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

4
What is interactive storytelling?
  • Storytelling that is affected by user/audience
    action/reaction
  • Example Sheherazade 1,001 Arabian nights
  • Butwhat do we mean by storytelling?

5
Storytelling redux
Rising action
CLIMAX
Falling action
CONFLICT
Resolution
  • Self v. Self
  • Self v. Other
  • Self v. Nature (God)
  • Self v.Society

Protagonist
6
But 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

7
The meta-narrative of Sheherazade
  • Islamic morality tale
  • Religious, cultural context establishes her
    character, explains her power
  • Decontextualized, 1001 nights is just a fairytale
    collection

8
Reading 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
9
Storytelling 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
10
Storytelling elements
  • Plot Linear, closed
  • Character defined by evocative imagery, actions
  • Supporting characters
  • Pacing, tension
  • Masterplots

11
What 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?

12
Sample Yahoo! games
  • Jewel Quest
  • Alchemy
  • Avalanche
  • Cubis
  • Any storytelling here? Ho about this one
  • Alabama Literacy Test

13
Gaming 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

14
Multilinear narratives
Rising action
CLIMAX
Falling action
CONFLICT
Resolution
  • Self v. Self
  • Self v. Other
  • Self v. Nature (God)
  • Self v.Society

Protagonist
15
Crash
  • 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

16
Story 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

17
Debriefing
  • What are the levels of storytelling in the game?
  • Whatis the purpose of the game?
  • How effective is it?

18
Some 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?
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