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Ludology vs. narrative

In video game circles, the big debate these days is about whether video games are driven by narrative or by play-style — narrativology vs. ludology. I think both approaches are useful to understanding games, though I lean towards ludology as more germanely important. While narrative applies to novels, plays, TV, movies, and games, play — working within a set of rules that impose an arbitrary goal and make it tricky to achieve — applies only to games. It is what makes games most game-like.

The other problem with narrative is that it is, at heart, essentially noninteractive. As Northrop Frye argued, the pleasure of a story is masochistic: The fun is in sitting there and going, “yeah? And then? And then? And then?” without ever knowing what’s next. Having any control over that situation changes this dramatically: The masochism is what makes narrative narrative. Take that away, create an interactive situation, and you’ve got something very cool: A game with open-ended, forking scenes, amazingly cinematic visuals, a powerful metaphoric and symbolic system, and other cool stuff. But it’s not a narrative anymore, so studying it as such won’t tell you very much.

My bias here is that I studied literature, so I view the word “narrative” as a precise word — and I think a lot of game theorists use it in an overly imprecise way. They look at a game and see the dramatic scenes, film-like visuals, and metaphoric consistency, and think: Hey, that’s a story! It’s not. And here we come to the point of this blog entry, which is to note an excellent book reviewed at Slashdot today: Interactive Storytelling by Andrew Glassner. As the reviewer notes:

Glassner’s strongly held opinion, which he argues quite coherently, is that a great story is the product of one (or a few) expert storytellers presenting a strong, consistent vision to you, the consumer. The fabled holy grail of gaming is letting the player do whatever they want — full interactivity. And this is to a point fundamentally incompatible with telling a great story. Conflict drives most stories — what if the player quite reasonably minimizes conflict?

Precisely. More interestingly:

… people gravitate toward the entertainment that has the highest fun-to-work ratio. Television is hugely popular since the fun is high to very low, but the work is near zero. They will do more work if it offers a lot more fun. Which means you shouldn’t force your players to do stupid, boring, unnecessary work like running through a dozen screens again and again to get between important locations.

It’s a good question: Why do game-makers so often force you to trek halfway across a virtual world, an incredibly boring task, just so you can get to an important puzzle or battle? Why not just let you teleport to the action? Because they want to show off their genuinely impressive immersive world, of course. Granted, the world really is a lot of fun to explore. But when a game is designed to force you to slog around just to “get through the game”, it is a symptom of the problem of designing games as if they were stories.

A better way of thinking about it might be to treat the immersive world as a piece of architecture. How would you encourage the player to see everything, to admire the elements of design? That’s a project that has nothing to do with story. And indeed, obsessively thinking about the game as a “story” might well get in the way of the true pleasure of the game, which is exploring the world.

Here’s another way of thinking about it: A game can have characters, dramatic sequences, a consistent symbolism, and yet still not be a story. Sure, most games have things that happen one after another. But “one thing happening after another” is not a narrative. Things happen one after another in the The Sims, but those aren’t stories either: They’re simulations, cultural artifacts that are incredibly interesting and engrossing for reasons that have nothing to do with the traditional definition of narrative.

Anyway, I’ll stop now. I salute anyone who’s made it to the end of this incredibly didactic entry.


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I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.

Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!

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The “Milky Way Transit Authority” map

Should automobile software be open-sourced?

My Bookforum review of Jaron Lanier’s “You Are Not A Gadget”

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Garry Kasparov, cyborg

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January 31, 2010 » 07:29 PM
V. A. To me death seems to be an evil.
M. What, to those who are al­ready dead? or to those who must die?
A. To both.
M. It is a mis­ery, then, be­cause an evil?
A. Cer­tain­ly.
M. Then those who have al­ready died, and those who have still got to die, are both mis­er­able?
A. So it ap­pears to me.
M. Then all are mis­er­able?
A. Ev­ery one.

January 24, 2010 » 03:22 PM

One of the more interesting trends is family, which came in at number five. Specifically, discussion about family, moms, dads, daughters, etc. jumped during 2009. With Facebook users getting older, this isn’t a big surprise. However, the fact that the mention of “kids” jumped by a factor of five this year is rather dramatic. It’s tough to know what this means, though. (via Facebook Unveils Most-Mentioned Topics of 2009

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January 15, 2010 » 01:36 PM

BEYOND AWESOME. They are announcing a recall of the Plush Uterus “due to a potential choking hazard for children”. To apply for it, “Please send an email to the address below with the subject line, ‘UTERUS OPT OUT’”.

January 14, 2010 » 10:04 PM

“To order, please TYPE “YES” IN CHECKBOX BELOW TO AGREE YOU UNDERSTAND THIS PLUSH MUST BE KEPT AWAY FROM KIDS (it is a sex organ, after all). If it is not checked, WE WILL NOT SEND THE UTERUS.” (via @ibogost)

January 11, 2010 » 01:45 PM

I watched Space: 1999 back in the day, but I swear to god I do not remember this scene.

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