Top ABSTRACT

in #abstract7 years ago

ABSTRACT
This paper presents a narrative theory of games, building on
standard narratology, as a solution to the conundrum that has
haunted computer game studies from the start: How to approach
software that combines games and stories?
Categories and Subject Descriptors
K.8.0. [Personal Computing]: Games
General Terms
Theory, Design
Keywords
Storygames, narratology, ludonarrative model

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  1. INTRODUCTION
    Computer games generate many questions and challenges for
    narrative theory. The very first humanist article on computer
    games, “Interactive Fiction” by Anthony Niesz and Norman Hol-
    land (1984: 125) talks about games as an “enigma […] to literary
    theory.” Are games a type of narrative? If not, do they contain
    narratives? Is narratology useful for the study of games? Should
    the definition of narrative be modified or expanded to incorporate
    games? Can the study of games yield insights useful for narratol-
    ogy? Perhaps we instead need a parallel paradigm, a “ludology”
    (Frasca 1999) to understand games the way narratology is used to
    understand narrative?
    Regardless of the answers to these questions, the fact
    remains that computer games have emerged as a dominant cultur-
    al form in the sense that it influences other forms such as cinema,
    TV, literature, theatre, painting and music. Therefore, the study of
    these other forms ignores the rapidly evolving field of games at
    their own peril. But how should such theoretical explorations be
    carried out? When changing focus from one empirical field to
    another, it becomes crucial to examine the examination process
    and the tools used as well as the object of the examination. Do
    theoretical concepts such as “story”, “fiction”, “character,” “narra-
    tion” or “rhetoric” remain meaningful when transposed to a new
    field, or do they turn into empty, misleading catachreses, blinding
    us to the empirical differences and effectively puncturing our
    chances of producing theoretical innovation? Critical self-
    reflection is a hallmark of scholarship, and a necessary virtue
    when we examine a phenomenon with critical tools developed for
    another type of phenomenon altogether. In other words, when we
    study games through the lens of narrative theory, the lens itself
    must be critically examined as well.
    When we apply the perspectives and models from one
    form onto another, our ability to assess the incongruities as well as
    the similarities between the two forms becomes critical. Man is a
    pattern-finding animal. It is extremely easy to find parallels, pre-
    cursors, and points of overlap, and thus seduce oneself to con-
    clude that A is a form of B. The responsible theorist, therefore,
    should take the opposite position as their null-hypothesis: A is not
    a form of B unless proven otherwise.
    Consequently, in the context of games and narratives,
    one must be careful not to assume the task of proving that games
    are narrative forms, but to look for evidence and counter-evidence
    with equal zeal. To further complicate matters, “games”, as Witt-
    genstein pointed out in Philosophical Investigations (1953: §66),
    is not a category that it is possible to define formally. So how can
    we know that the phenomena we call computer games are even
    games in the first place? Successful definitions of narratives has a
    very long history and appear to be easier to come by, so at least
    there is some fairly firm theoretical ground to stand on: Narrative
    theory.
    As the study of computer games gelled into an emerging
    institutional practice around 2001, the question of whether games
    are a form of stories has become a prominent issue among the
    practitioners, a touchstone used to signal one’s familiarity with the
    new scholarly field. The last ten years have seen a number of
    comments on the so-called “ludology vs. narratology” debate, but,
    ironically, very few have actually engaged the question of the
    relation between games and stories through a properly narratolog-
    ical analysis, using the basic concepts and models of modern
    narrative theory. Instead, this “debate” has been carried out on a
    meta-level, through comments on, and characterizations of, the
    debate itself rather than by direct engagement with it. This meta-
    debate can be seen as a symptom of the birth pangs of a new
    academic field. Too often the positions taken have been un-
    nuanced, untenable, and therefore unproductive: “Games are
    always stories” (Murray 2004, p. 2). “[T]he computer game is
    simply not a narrative medium” (Juul 1999, p 1).1
    Tragically, in the field of game studies the term “narra-
    tology” has changed meaning and does not refer to the academic
    discipline of narrative theory, but to a more or less mythical posi-
    tion taken by an imagined group of people who are seen to believe
    that games are stories. It is high time, and hopefully not too late,
    to reinstate the original meaning and function of narratology, and
    ground the debate in narratological terminology and theory. Not to
    prove that all games are narrative (they are not) but to show that

1 A position from which Juul later wisely retreated (cf Juul 2001).
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that
copies bear this notice and the full citation on the first page. To copy
otherwise, or republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee.
FDG '12, May 29-June 1, 2012 Raleigh, NC, USA.
Copyright (c) 2012 ACM 978-1-4503-1333-9/12/05... $10.00.

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