Presentation by: Dr. Teresa Dobson - Sept 24th, 2009
Dr Dobson’s presentation, for me, really brought up the notion of narrative and what constitutes narrative.
I see parallels between digital literature are digital games in that narrative is often a process of discovery, the reader/player takes an active role in furthering the narrative, rather than simply reading forward to discover what happens next.
Digital literature and games approach narratives in fundamentally the same way, and digital literature can be seen as a bridge to understanding digital game narratives.
Game theory is stuck on the narrative. Games are often seen to be only narrative, and all other features are ignored, “Games are seen as interactive narratives, procedural stories or remediated cinema” (Eskelinen). Games are by nature interactive and thus time is not subject to the same rules as a book, or a film. Jesper Luul notes that traditionally a narrative has two parts, the story and the discourse. The storyline is pieced together from discourse presented to the reader.
This is not strictly, the case for either digital literature, or for games. Digital literature adheres to a narrative structure, though it is often confusing and user influenced. In Girls’ Day Out by Kerry Lawrynovicz there is a a straightforward narrative about girls on a day out on horseback, however the player can initiate a secondary found poem about murders that occurred on the same plot of land. Once started the poem cannot be stopped and its content stands in stark contrast to the first narrative.
Some genres of digital games employ the same tactic of gradually revealing the narrative, often both within and outside player control. Point and click adventure games are often a linear narrative broken up into user selectable parts. Day of the Tentacle, for example features 3 playable characters. The player can switch between any character at any time, but the story itself is linear.
Digital literature and adventure games are a bridge to the more standard video game narrative which, in order to be effective, needs to involve a large degree of player control. Half-Life 2, one of the most critically acclaimed games of all time, with 41 “Game of the Year” awards (Valve) features narrative exposition not unlike digital fiction. Throughout most of the game the player character, Gordon Freeman, is on the run, and thus only able to learn story fragments from other characters, radio and TV broadcasts and the setting itself. This fragmented narrative is very effective as the player feels they are discovering the story for themselves.
Bibliography:
Jesper Juul: “A Clash between Game and Narrative”. Paper presented at the Digital Arts and Culture conference, Bergen, Norway, November 1998.
http://www.jesperjuul.net/text/clash_between_game_and_narrative.html
Markku Eskelinen: “The Gaming Situation”. Game Studies
http://gamestudies.org/0101/eskelinen/
Valve Software Awards: http://www.valvesoftware.com/awards.html
Kerry Lawrynovicz: “Girls’ Day Out”. Electronic Literature Collection
http://collection.eliterature.org/1/works/lawrynovicz__girls_day_out.html