Title: Video Games and Literary Narrative
1Video Games and Literary Narrative
2Literature Defined
- 1. literature -- (creative writing of recognized
artistic value) - 2. literature, lit -- (the humanistic study of a
body of literature "he took a course in Russian
lit") - 3. literature -- (published writings in a
particular style on a particular subject "the
technical literature" "one aspect of Waterloo
has not yet been treated in the literature") - 4. literature -- (the profession or art of a
writer "her place in literature is secure") - http//www.cogsci.princeton.edu/cgi-bin/webwn?stag
e1wordliterature
3Narrative Defined
- Includes productions with a primary objective
to entertain through fiction or drama.
Productions such as soap operas and situation
comedies may be entered in this category. - beaweb.org/festival/definitions.html
- Telling a story. Ballads, epics, and lays are
different kinds of narrative poems. - www.infoplease.com/ipa/A0903237.html
- The story told by a scene. Scenes should have a
clear beginning, middle and end. - www.improvcomedy.org/glossary.html
- A choreographic form which follows a storyline
and conveys specific meaning through that story. - www.bced.gov.bc.ca/irp/dance810/apf.htm
- Narrative tells the story by giving us the
events in a logical or an orderly way - www.northern.edu/benkertl/short_fiction_dictionary
.html - (n.) a story writing in which details are
presented in the order in which they happened
(adj.) having the qualities of a story - highered.mcgraw-hill.com/sites/0072480033/student_
view0/glossary.html - The telling of a story in class, also the
organization of that telling, or how the narrator
structures the plot. - www.viterbo.edu/personalpages/faculty/jwood/vocabu
lary20page.htm
4Narrative Defined (2)
- Narrative is that which deals with the
vicissitudes of intention. -- Bruner - Intention is immediately and intuitively
recognizable... - Narratives... are about connectedness, sequence,
and order - qualities inextricably linked to the way we view
the world around us. - Human perception is biased...toward seeing
causality and intention even where these
qualities may not exist. - Perception works by erasing noise ... enabling
us to hear only want we perceive as meaningful
and to ignore anything extraneous which
intrudes. - Douglas, J.Y. Gaps Maps and Perception
5Narrative and Hypertext
- A single, inevitable sequence is no longer
determined by the author. - Linkage replaces sequence
- Even the most realistic print narratives have
gapsnot everything can be explained or
delineated in a finite time. - In hypertext, the gaps may threaten to engulf
any glimmerings of coherence. - Douglas
6Narrative and Hypertext (2)
- Two Kinds of Reading and Readers
- Inner-Directed
- Redefine their reading role by
- New ways of navigating narrative space
- Or, revising their concept of closure
- Other-Directed
- Stay with established reading practices
- See hypertext and similar literature as
frustrating failures - Douglas
7Narrative and Hypertext (3)
- With their lack of conventional closure, their
indeterminacies, ambiguities, and representations
of mutually exclusive occurrences, interactive
narratives will...do little more than befuddle
other-directed readers. - Douglas
8Narrative and Hypertext (4)
- These new and alien narratives seem to require
readers to both immerse themselves in the
narrative webs of possibility and to extricate
themselves from it, in order to grasp at a sense
of the narrative as a totality, as a structure of
possible structures. - Douglas
9Narrative and Hypertext (5)
- Hypertexted literature demands that we become
readers who move beyond simply realizing an
author's virtual text and resist authorial
prescription to arrive at reading of our own. - Douglas
10William Kittredge Taking Care Thoughts on
Storytelling and Belief
- I took a class in short story writing taught by
Bernard Malamud who wanted us to write stories
that turned on recognitions, moments of
enlightenment... - I thought the notion was utterly false.
- ...Malamud said stories were about change.
- What I wanted to write about were moments when
nothing changed.
11William Kittredge Taking Care Thoughts on
Storytelling and Belief (2)
12William Kittredge Taking Care Thoughts on
Storytelling and Belief (3)
13William Kittredge Taking Care Thoughts on
Storytelling and Belief (4)
- We do things because of what we call character,
and our character is formed by the stories we
learn to live in. - Late in the night we listen to our own breathing
in the dark and rework our stories. - We do it again the next morning, and all day
long, before the looking glass of ourselves, - Reinventing reasons for our lives.
- Other than such storytelling there is no reason
to things.
14David Kaplan The Story of Technology
- ...a circle exists between human experience and
narration experience has a pre-narrative quality
that is meaningfully and and coherently organized
into a story by means of a plot.
15David Kaplan The Story of Technology (2)
- Time becomes human time to the extent that it is
organized after the manner of a narrative
narrative , in turn, is meaningful to the extent
that it portrays the features of temporal
existence.
16David Kaplan The Story of Technology (3)
- A plot is the glue that holds the story together.
It picks out, orders, and assigns significance to
otherwise random and disparate elements by
arranging them into an intelligible whole. - The most thorough way to understand an action or
event is to link it with other actions and events
by means of a plot. - This structuring activity is what gives a story
its meaning and what makes its point.
17Marc Saporta Composition No. 1
- A box with 150 loose leaves including a title
page. - To be shuffled and read in random order.
- Whether the story ends well or badly depends on
the concatenation of circumstances. - Each page is a self contained element...
- Everything occurs in the present tense. There is
no past or future, just continuous disjointed
present, ... all those voices speaking at once... - Often cited as a precursor to hypertext fiction.
18Marc Saporta Composition No. 1
19Borges The Garden of Forking Paths
- Then I reflected that everything that happens to
a man happens to a man precisely, precisely now. - Centuries of centuries and only in the present do
things happen countless men in the air, on the
face of the earth and the sea, and all that is
happening is happening to me...
20Borges The Garden of Forking Paths (2)
- The author of an atrocious undertaking ought to
imagine that he has already accomplished it,
ought to impose on himself a future as
irrevocable as the past.
21Borges The Garden of Forking Paths (3)
- Are you going to Dr. Stephen Albert's house?
- The house is a long way from here but you won't
get lost if you take this road to the left and at
every crossroads turn again to your left.
22Borges The Garden of Forking Paths (4)
- The afternoon was intimate, infinite. The road
descended and forked among the now confused
meadows. - A high-pitched, almost syllabic music approached
and receded in the shifting of the wind, dimmed
by leaves and distance.
23Borges The Garden of Forking Paths (5)
- I thought that a man can be an enemy of other
men, of the moments of other men, but not of a
country not of fireflies, woods, gardens,
streams of water, sunsets.
24Borges The Garden of Forking Paths (6)
- In all fictional works, each time a man is
confronted with several alternatives, he chooses
one and eliminates the others in the fiction of
Ts'ui he choosessimultaneously--all of them. - He creates, in this way, diverse futures, diverse
times which themselves also proliferate and fork.
25Borges The Garden of Forking Paths (7)
- Fang, let us say, has a secret a stranger calls
at his door Fang resolves to kill him. - Naturally there are several possible outcomes
- Fang can kill the intruder,
- The intruder can kill fang,
- They can both escape,
- They can both die,
- And so forth.
26Borges The Garden of Forking Paths (8)
- In the work of Ts'ui Pen, all possible outcomes
occur each one is the point of departure for
other forkings.
27Borges The Garden of Forking Paths (9)
- Sometimes the paths of this labyrinth converge
- For example, you arrive at this house, but in one
of the possible paths - You are my enemy,
- In another,
- My friend.
28Borges The Garden of Forking Paths (10)
- He read with slow precision two versions of the
same epic chapter.
29Borges The Garden of Forking Paths (11)
- In the first, an army marches to battle across a
lonely mountain the horror of the rocks and
shadows makes the men undervalue their lives and
they gain an easy victory.
30Borges The Garden of Forking Paths (12)
- In the second, the same army traverses a palace
where a great festival is taking place the
resplendent battle seems to them a continuation
of the celebration and they win the victory.
31Borges The Garden of Forking Paths (13)
- I remember the last words, repeated in each
version like a secret commandment - Thus fought the heroes, tranquil in their
admirable hearts, violent their swords, resigned
to kill and to die.
32Borges The Garden of Forking Paths (14)
- Time forks perpetually toward innumerable
futures. - In one of them I am your enemy.
33Julian Kucklich Perspecitves of Computer Game
Philology
- Places games in the tradition of narrative
literature - Addresses three problem areas
- Dichotomy of text and code
- Interactivity
- Narrative
34Julian Kucklich Perspecitves of Computer Game
Philology (2)
- Games as literature should be studied from the
perspective of the interface, not by dissecting
the underlying code.
35Julian Kucklich Perspecitves of Computer Game
Philology (3)
- Rather than telling a good story, the player is
given a liberty to explore and understand the
structure of the unreal game world... - Focus shifts from the temporal sequence of
individual events to the spacial organization of
the game. - This has given rise to analysis concentrating
on...the production of a sense of place. - Possible world theory is the most promising
approach to comparing games and literature.
36Julian Kucklich Perspecitves of Computer Game
Philology (4)
- Since the player does not view the code it is
outside of the game experience - The player learns how to interact without seeing
the rules. - This adaptation is best examined from the
perspective of radical constructivism or second
order cybernetics. - The player constructs viable rules to play the
game which may have little relation the
underlying code
37Julian Kucklich Perspecitves of Computer Game
Philology (5)
- The blind man who walks through a forest every
day will construct a mental map that eventually
becomes viable because it works - It may have little relation to an actual forest
and may not even represent trees.
38Julian Kucklich Perspecitves of Computer Game
Philology (6)
- In the construcivist model of perception there
is no objective representation of the world, only
a constant process of meaning-making.
39Julian Kucklich Perspecitves of Computer Game
Philology (7)
- This means that narrative is not an inherent
feature of games but something merely implemented
in the game virtually, i.e. as a possibility. - The actual construction of the narrative is
always done by the player by taking the signs on
the interface and interpreting them further. - Narrative is something that unfolds because of
the player's attempt to make sense of the game.
40Julian Kucklich Perspecitves of Computer Game
Philology (8)
- The player's avatar ...is a component of the
interface that allows players to identify with
the events unfolding before their eyes. - This component resembles Umberto Eco's model
reader-- - A reader who is ideally suited to actualize a
given text according to the author's intention.
41Julian Kucklich Perspecitves of Computer Game
Philology (9)
- The game must resist the player's attempts to
solve it. - The model player is not one who can master the
game at the first attempt, but a player whose
abilities expand in the process of playing. - It is the resistance that allows the player to
identify with the avatar, to make progress in the
game, and perceive that progress as narrative
development.
42Julian Kucklich Perspecitves of Computer Game
Philology (10)
- The field of game studies is itself a playing
field, and like all other playing fields, it is
contested territory.
43Ergotic Literature
- Not relating to grain smut and psychedelics but
to rooms (dungeons) and sets of rooms with
one-way doors. - Once room B has been entered, further choices are
limited to rooms B, D, and D for example. - Also Ergodic instead of a narrative constituted
of a story or plot we get ... ergodic discourse.
44Jorgen Kirksaether The Structure of Video Game
Narration
- A story is to be told
- You are invited to interact
- It isn't over
- If it was over, there'd be no game
- Without interaction it would be a film
- The start of the story is the bait
45Jorgen Kirksaether The Structure of Video Game
Narration (2)
- Playing a game involves manipulating a graphic
interface between the player and the game logic.
46Jorgen Kirksaether The Structure of Video Game
Narration (3)
- The appeal of games isn't mastering a complicated
set of controls, but rather submitting to a set
of rules and trying to accomplish something under
these rules' restrictions. - Cyborgs when we play a game are we not
man-machine hybrids?
47Julian Kucklich Literary Theory and Computer Games
- Literary studies...now include not only
literature in all its forms and varieties, but
also films, hypertexts, and forms that explore
the possibilities of computer and video
technology. - But have been dominated by the paradigm of the
printed text.
48Julian Kucklich Literary Theory and Computer
Games (2)
- even in a purely graphical interactive fiction
the interactor must do some internal reading as
he or she pieces together the narrative from the
images displayed.
49Julian Kucklich Literary Theory and Computer
Games (3)
- ...many computer games are based on a literary
genre such as the spy novel. - ...more important is the fact that there is a
plot to many computer games a narrative element
that most traditional games lack.
50Julian Kucklich Literary Theory and Computer
Games (4)
- ...within a computer game it becomes almost
impossible to differentiate between manipulations
of the objective text and its subjective
actualization, i.e. between text and reading.
51Julian Kucklich Literary Theory and Computer
Games (5)
- Game studies increasing
- Computerspielmuseum in Berlin
- LauraCroftism (event) in Munich
- Computer Games and Digital Textualities
conference in Copenhagen
52Julian Kucklich Literary Theory and Computer
Games (6)
- Game genres
- Action games
- Adventure games
- Role-playing games
- Strategy games
- Differentiated by
- Narrativity
- Openness
- Interactivity
53Julian Kucklich Literary Theory and Computer
Games (7)
- Narrativity
- Seems to involve the unfolding of a plot via a
sequencing of events - Meets the Aristotelean criteria of
- Beginning
- Middle
- End
54Julian Kucklich Literary Theory and Computer
Games (8)
- Openness
- The range of different interactions offered by
the game
55Julian Kucklich Literary Theory and Computer
Games (9)
- Interactivity
- The frequency of the player's interaction with
this world
56Julian Kucklich Literary Theory and Computer
Games (10)
Narrativity
?Role playing games
?Adventure games
?Strategy ?Simulation
?Action
Interactivity
Openness
57Julian Kucklich Literary Theory and Computer
Games (11)
- Cites Janet Murray on the three key pleasures
uniquely intensified by electronic media - Agency
- Rapture
- Immersion
58Julian Kucklich Literary Theory and Computer
Games (11)
- Cites Janet Murray on the three key pleasures
uniquely intensified by electronic media - Agency
- Rapture
- Immersion
59Julian Kucklich Literary Theory and Computer
Games (12)
- Agency
- Player's sense of control, being able to act
- Involves both narrativity and openness
- Immersion
- Sense of being transported to another reality
- Rapture
- Entranced attachment to objects in that reality
- Delight in having an effect on the electronic
world possible as a free agent who can make
choices
60Julian Kucklich Literary Theory and Computer
Games (13)
- Agency
- From a combination of
- Interactivity and
- Openness
- Rapture
- From a combination of
- Narrativity and
- Openness
- Immersion
- From a combination of
- Interactivity and
- Narrativity
61Julian Kucklich Literary Theory and Computer
Games (14)
Rapture
Immersion
Agency
62Julian Kucklich Literary Theory and Computer
Games (15)
- Perspective/Point of view
- Who sees?
- Who speaks?
- Zork You are standing in an open field west of
a white house... - Sim City player may identify with the city as a
whole.
63Julian Kucklich Literary Theory and Computer
Games (16)
Database
Simulation Engine
Analysis
Users
World rules
Characters
Other Objects
Representation Engine
Synthesis
World Map
64Julian Kucklich Literary Theory and Computer
Games (17)
- The preceding diagram shows dialogicinteraction
in the Bakhtin sense (not monologic). - An internal normative system is built into the
code so that good behavior is reinforced and bad
behavior is punished. - But due to the dialogic structure of the
communication process, it is up to the player if
he subscribes to those values or not.
65Julian Kucklich Literary Theory and Computer
Games (18)
- A drastic example for such denial of a game's
internal values are those players of Ultima
Online who no longer strive for wealth,
adventure, or social status, but rather spend
their time killing other player's characters. - Contrarily, many Quake-clans subscribe to even
stricter rules than those supplied by the game's
code. Thus, ambushing an opponent from a secluded
spot ... is regarded as dishonorable, even though
the game's code reinforces such behavior.
66Julian Kucklich Literary Theory and Computer
Games (19)
- Playing a computer game is a process of
demystification...one succeeds by discovering how
the software is put together.
67Julian Kucklich Literary Theory and Computer
Games (20)
- Only in becoming aware of the full extent of his
possibilities can the player master the
gamesimultaneously breaking the spell of the
game through the sacrifice of its immersive
power.
68Citations
- Saporta
- ttp//www.madinkbeard.com/mt/archives/000062.html
- Kittredge, William Taking Care. --Milkweed, 1999
- Borges, Jorge Garden of Forking Paths
ttp//www.english.swt.edu/cohen_p/avant-garde
/Literature/Borges/Garden.html - Kucklich, Julian Perspectives of Computer Game
Philology - ttp//www.gamestudies.org/0301/kucklich
- Kucklich, Julian Literary Theory and Computer
Games. uecklich_at_gmx.de - Douglas, J. Yellowlees Gaps, Maps, and
Perception What Hypertext Readers (Don't) Do. - Kaplan, David The Story of Technology
- http//pages.drexel.edu/pa34/KAPLAN.htm