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Talk to the Boss: Narrative and Gaming

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Most games feature narrative introductions and back-stories ... Games = rules and combinatory free play. Ergodic = 'path breaking,' non-trivial effort ... – PowerPoint PPT presentation

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Title: Talk to the Boss: Narrative and Gaming


1
Talk to the Boss Narrative and Gaming
  • Sandy Baldwin
  • West Virginia University

2
The Boss Nihilanth
  • Final boss in the original Half-Life
  • Aporia / gap / or stoppage between segments of
    narrative and code
  • Movement as narrative addressing

3
Initial Proposals (following Juul)
  • At least three standard arguments for
    intersection of narrative and gaming
  • We use narratives for everything
  • Most games feature narrative introductions and
    back-stories
  • Games can be analyzed through narratology

4
Cultural Technologies
  • Narratives practical memory, reservoirs of
    knowledge
  • Narratology is a method of analysis
  • Games rules and combinatory free play
  • Ergodic path breaking, non-trivial effort
  • Classic works on games Huizinga, Homo Ludens
    Callois, Man, Play, and Games

5
What is (not) narrative?
  • It is not tied to fictionality
  • It is not tied to language
  • It is tied to elements, events, and actions in a
    sequence, and therefore to a telling or at
    least to a perspective (even if this is not
    explicit)

6
Narrative Defined
  • Narrative connected events / actions
  • Narrative level storyworld / environment
    described by narrative can be single or
    multiple
  • Narrative context / act / performance character
    to character, or narrator to addressee, or author
    to reader, i.e. all acts of addressing/sending

7
Narrative Elements
  • Event transition from one state to another
    within the storyworld
  • Action a willful act or intentional behavior by
    a character within the storyworld
  • Also Description, argumentation, etc.
  • So, an action may be an event but events are not
    necessarily actions

8
Story and Discourse
  • Discourse (suzjet) the sequence of narrative
    events rendered by the text. How the narrative is
    told.
  • Story (fabula) the discourse returned to
    chronological order and logical essentials. What
    is told.
  • Story and discourse may be very different!
  • Artifact the material presence of narrative
    signs (words, images, etc.)
  • The first two are cognitive, while the artifact
    is phenomenal

9
Plot vs. Story
  • E. M. Forster defined story as the chronological
    sequence of events and plot as the causal and
    logical structure which connects event
  • The king died and then the queen died (story).
  • The king died and then the queen died of grief
    (plot).

10
Narrative Problems in Gaming
  • Narrative as reflective and analytical
    perspective is problematized differently in
    different media/artifacts
  • Gaming problems of space/time,
    projection/introjection, the end of gaming
  • Even more complicated by wider analysis of games,
    including squad based, strategy, and multi-player

11
The problem of focalization
  • Address person or enunciation of narrative
  • Focalization who does the seeing, whose
    perception are we seeing through in this
    narrative
  • Relates to place

12
Suture in the murder simulator
  • Suture inserting the subject (us)
  • Stitching the implied reader / viewer
  • Seeing myself seeing
  • What happens to narrative act? How does the
    interface become invisible?

13
JODI Untitled Game Quake hack
  • "Arm yourself against the cannibalistic Ogre,
    fiendish Vore and indestructible Schambler using
    lethal nails, fierce Thunderbolts and abominable
    Rocket and Grenade Launchers"
  • Blind internalization / projection of game and
    controls
  • Is this playable?

14
Problems of time
  • Story time the time of the events told, in
    their chronological order
  • Discourse time the time of the telling of
    events (in the order in which they are told)
  • We reconstruct story based on discourse
  • Also, reading or playing time i.e. the
    phenomenological time engaged with the artifact

15
Gametime
  • What is the time of games?
  • Story time is already not necessarily linear
  • Is gametime now? i.e. in FPS
  • What about respawning? What sort of time is this?
  • General problem of boss/aporia/stoppage
  • Interface what time (and space) is it in?

16
The problem of the end of games
  • Game Over vs. The End
  • Is the end winning?
  • Can you lose to win?
  • Can you lose in order to think? (narrative as
    reflection and analysis)

17
"Remember kids, you can't win this game, just
lose."
  • The agonal limit of the arcade game (measuring
    what?)
  • Kabul Kaboom (and New York Defender, etc.)
  • The narrative threshold the limit of game
    over reflects on narrative context

18
Joseph Delappes dead-in-iraq
  • a fleeting, online memorial to military
    personnel killed in this ongoing conflict
  • As of 8/27/07, I have input 3306 names. I intend
    to keep doing so until the end of this war
  • "a way to communicate a sense of loss and
    frustration with the fact that soldiers are dying
    over there and life just seems to be going on
    like normal over here"

19
Are those real people?
  • please this is not the forum to do this
  • shut the up!
  • man will all the hackers go play ping pong
  • Whats your point?
  • I'm here to play a game, not read a CNN report
  • I am sorry
  • You arent encouraging me to join the service

20
Americas Army recruiting game
  • Clearly a problem of overlapping narrative
    contexts, i.e. is the act of narrative within the
    storyworld or at other levels (suturings) as
    well?
  • As of June, America's Army users spent over 160
    million hours playing the game and clicked on
    goarmy.com 1.35 million times
  • Military investment of 2.5 million per year to
    expand and update the game
  • America's Army Real Heroes lists the
    accomplishments of soldiers who earned the
    nation's highest awards for valor

21
Game Over, The End
  • The point is not whether games are narratives but
    in what way, a question that gives us a
    vocabulary for describing games and an
    understanding of how they work in our culture
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