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storys path is likely to make for a less satisfyingstory; restrictinga player's freedom of action is likely to make for a lesssatisfyinggame.(Costikyan2000,
44-s3)
Computer games not narratives.... are Rather the narrative tends to be isolated lrom or evenwork against the computergame-ness the game.(Juul f gg8)z of Outsideacademic theory peopleare usuallyexcellent making distinctions at betweennarrative,drama and games. I If throw a ball at you I don't expect you to drop it and wait until it starts telling (Eskelinen stories. 2001) I find myself responding to this perspectivewith mjxed feelings. the one hand, I understandwhat these On writers are arguing against - various attempts to map traditional narrative structures ("hypertext," "lnteractiveCinema," "nonlinearnarrative")onto games at the expense ofan attention to their specificityas an emergingmode of entertainment.You say"narrative" to the average gamer and what they are apt to imagine is somethingon the order of a choose-your,own
not so much its make up but its "mix,up." For practical, conceptual, and institutional reasons, any formation of a field of "ludology"may inevitably involve arguing for that field's uniquenessand originality,its clear-cut distinction from other fields: 'games thus, arenot narratives, not films, not plays, etc."Yet I'm willing to gamble that if a formal discipline of ludology ever doesemerge,it will sooner or later discover what other disciplines havelearned: &scoveries triggeredby the oddest (and oldest)of are sources. As Henry Jenkinssuggests, gamesare indeednot narratives, not films, not plays- but theyre also notnot-narratives, not-not-films,not-not-plays. Games share traits with other forms of cultural production,
McKenzie Eskelinen
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although reducing them to any one of these comesat a certain cost. Jenkins rightly contends that game designers should thereforeseekto expandthe forms and processes from which to draw rather t}'ranreduce them. He is alsoright to point out that some much too quick to reduce Iudologists themselves are narrative to overly simplistic models (e.g., strictly linear Most importantiy,his explorationof structures). spatially oriented narrative forms prorridesprovocative approachesto contemporary game design.At the same time, however,Jenkins'sstated goal to offer a "middle ground"betweenludologistsand narratologists remainsslantedtoward the narratological end of things. This is indicated in his essay's title, "Game Design as Narrative Architecture."A more pla14u1
ludologist might have offered a responsetitled "Narrative Architecture as Game Design."Johan Huizinga, after all, analyzedlaw, war, poetry, and cultural philosophy'as"play,and across d.rverse traditions storytellinghas complexagonistic &mensions. Another middle ground for ludology might be "experience a design," notion and practicethat runs in different ways from BrendaLaurel to Donald Norman to Eric Zimmerman. Experience designrefersto the generationand shapingof actions,emotions,and takesin thoughts. How one operatesa kitchen appliance, becomes enmeshed a sophisticated science exhibition,or in a role-plapng game - or for that matter shopsin a store,readsa novel,or visits a polling booth - all this
FIRSTPERSON
5. If some gamestell stories,they are unlikely to tell t-hemin the sameways t-hatother media tell stories. Storiesare not empty content tlat canbe ported from one media pipeline to another. One would be hardpressed,for example,to translate the internal dialogue of of Proust'sRemembrance ThingsPastinto a and the tight control compelling cinematic experience, over viewer experiencethat Hitchcock achievesin his suspense films would be directly antithetical to the aestheticsof good game design.We must, therefore,be attentive to the particularity of gamesas a medium, specificallywhat distinguishesthem from other narrative traditions. Yet, in order to do so requires precise comparisons not the mapping of old models onto gamesbut a testing of those models against existing gamesto determine what featuresthey share with other media and how they differ. Much of the writing in the ludologist tradition rs unduly polemical:they are so busy trying to pull game designersout of their "cinemaenry or define a field where no hypertext theorist dares to venture that they are prematurely dismissingthe use value of narrative for understanding their desiredobject of study. For my money,a seriesof conceptuai blind spotsprevent them from developinga full understanding of the interplay between narrative and games. First, the discussionoperateswith too narrow a
can be approached terms of experience in design.How are interactionsorganizedand solicited?How doesone event flow into another?How doesthe overall "hang together"?Although Laurel t}eor2es experience experience designusing the model of fuistotelian t-heater(arguingthat it has been shapingau&ences' experience centuries),there are in practicean almost for unlimited set of performative models to draw upon: sports,rituals, sagas, popular entertainments,novels, jokes, and so on. Perhapswhat's really at stake in ludology is less the right modeland more a sense tone and attitude - a of willingness to mix it up, to entertain many possibilities, to play with lots of different models.
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model of narrative,one preoccupied with the rules and conventionsof classical hnearstorytellingat the of expense consideration other kinds of narratives, of not only the modernist and postmodernist experimentationthat inspiredthe hlpertext theorists, but also popular traditions that emphasizespatial exploration over causalevent chains or which seekto balancethe competing demandsof narrative and spectacle.a Second, &scussionoperates the with too Limitedan understan&ng of narration, focusing more on the activities and aspirations of the storyteller and too little on the process narrativecomprehension.s of Third, the discussiondealsonly with the question of whether whole gamestell storiesand not whether narrativeelementsmight enter gamesat a more localizedlevel. Finally,the discussionassumestJrat narratives must be self-containedrather than understanding gamesas servingsomespecific functions within a new transme&a storytelling environment. Rethinking eachof these issuesmight lead us to a new understanding of the relationship between gamesand stories.Specifically, want to I introducean important third term into this discussion - spatiality - and arguefor an understanding of game designerslessas storytellers and more as narrative architects.
discussion the presenttopic,which ignoresthese of works,cannot hope to breaknew ground.A few facts of cultural history wouldn't hurt either: as the oldest astragals(forerunners of dice) date back to prehistory, I'm not so sure'gamesfit within a much older tra&tion of spatialstories." http://wwuetectronicboo com/th kreview. read/fi rstperson/eskeli nen r1
Jenkins Responds
'Are I feel a bit like Travis Bickle when I ask Eskelinen, you talking to me?" For starters,I don't considermyself to be a narratologist at all.
FIRSTPHRSON
facilitatesdifferent kinds of narrative experiences. As such,gamesfit within a much older tradition of spatialstories, which haveoften taken the form of hero'sodysseys, quest myths, or travel narratives.T The best works of J.R.R. Tolkien,JulesVerne,Homer,L. Frank Baum, or Jack London fall loosely within this tradition, as does, example, sequence for the inWar and Peace that describesPierre'saimlesswanderings across the battlefield at Borodino. Often, such works exist on the outer borders of literature. They are much loved by readers, be sure,and passed to down from one generation to another,but they rarely figure in the canon of great literary works. How often, for example, has science fiction beencriticizedfor being preoccupied witl-r world-making at t}re expenseof character psychology plot development? or Thesewriters seemconstandyto be pushing against the limits of what can be accomplished a printed text in and thus their works fare badly against aesthetic standardsdefinedaround classically constructed novels.In many cases, characters- our guides the through these richly developedworlds - are stripped down to the barebones, descriptiondisplaces exposition,and plots fragmentinto a seriesof episodes and encounters. When gamedesigners draw story elementsfrom existing film or literary genres,tley are most apt to tap those genres- fantasy,adventure, science fiction, horror, war - which are most invested in world-makingand spatialstorytelling.Games, in turn, may more firlly realizethe spatiality of these stories, giving a much more immersiveand compelling representation of their narrative worlds. Anyone who doubts that Tolstoy might have achievedhis true calling as a game designershould rereadthe final segment of War and Peace where he works through how a seriesof a-lternativechoicesmight have reversedthe outcome of Napoleon's Russian campaign. The passage dead is weight in the context of a novel,yet it outlines ideas that could be easilycommunicated god-games in such as those in the Civilizahon series(figure 10.1). Don Carson, who worked as a SeniorShow Designer for Walt Disney Imagineering,has argued that game designerscan learn a great deal by studying techniques of "environmental storytelling," which Disney employs
70.7. Civilizotion 3. (Atari) narrow path winds tlrough tie trees."The early Nintendo gameshavesimple narrative hooks - rescue Princess Toadstool but what gamersfound astonishing when they first played them were tleir complex and imaginative graphic realms,which were so much more sophisticated than the simplegrids that Pongor Pac-Man had offered us a decadeearlier. When we refer to such influential early works as ShigeruMiyamoto'sSuperMario Bros.as "scrollgames," we situate them alongsidea much older tradition of spatial storytelling: many Japanese scroll paintings map, for example, passingof the seasons the onto an unfolding space. When you adapt a film into a game,the processgpically involvestranslating eventsin the 6lm into environmentswitlin the game.When gamer magazines want to describethe experienceof gameplay, they are more likely to reproducemaps of the game world than to recount their narratives.6 Beforewe can talk about game narratives,then, we need to talk about game spaces. Acrossa seriesof essays, havemade the I casethat game consoles should be regardedas machines for generatingcompellingspaces, that their virtual playspaces havehelped to compensatefor tle declining placeof tle traditional baclcyard contemporary boy in culture,and that t}re core narratives behind many games center around the struggle to explore,map, and master (Fullerand Jenkins1994;Jenkins contested spaces 1998).Here,I want to broadenthat discussion further to considerin what ways the structuring of game space
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in designingamusementpark attractions. Carson explains, The story elementis infusedinto the physical spacea guest walks or rides through. It is the physicalspace that does much of the work of conveyingthe story tlre designers aretrytngto tell.... fumed only with their own knowledgeof the world, and those visions collectedfrom moviesand books,the audience ripe to is be droppedinto your adventure. The trick is to piay on thosememoriesand expectations to heighten the thrill of venturing into your createduniverse. (Carson 2000) The amusementpark attraction doesn'tso much reproduce story of a literary work, suchas TheWind tle in the Willows,as it evokesits atmosphere;the original 'a story provides set of rules that will guide the design and project team to a common goal"and that will help give structure and meaningto the visitors experience. Ifl for example,the attraction centersaround pirates, Carsonwrites, "everytexture you use,every sound you play,every turn in the road should reinforce the concept of pirates,"while any contradictory element may shatter the sense immersioninto this narrative of The samemight be saidfor a gamesuchas Sea universe. Dogs, which, no Iesstlan Piratesof the Caibbean, dependson its ability to map our preexisting pirate fantasies.The most significant differenceis that amusementpark designers count on visitors keeping their hands and arms in the car at all times and t}us havea greater control in shaping our total experience, whereasgame designershave to developworlds where we can touch, grab,and fling things about at wiil. Environmental storytelling createsthe preconditions for an immersive narrative experience at least one of in four ways:spatial stories can evokepre-existing narrative associations; they can provide a staging ground where narrative eventsare enacted; they may embed narrative information within their mise-enscene; they provide resources emergentnarratives. or for
Evocative Spaces
The most compellingamusementpark attractionsbuild upon stories or genre tra&tions alreadywell-known to visitors, allowing them to enter physica-lly into spaces they have visited many times before in their fantasies. Theseattractionsmay either remediate preexisting a story (Backto the Future)or draw upon a broadly shared Haunted Mansion).Such genretradition (Disney's storiesas works do not so much tell self-contained draw upon our previously existing narrative competencies. They can paint their worlds in fairly broad outlines and count on the visitor /player to do the rest. Something similar might be said of many games. For example,AmericanMcGee's Alice*is an original interpretation of Lewis Carroll's AliceinWonderland (figure 10.2). after Alice has beenpushedinto madness yearsof living with uncertainty about whether her
FIRSTPERSON
Enacting Stories
we Most often, when we &scussgamesas stories, are referringto gamesthat either enableplayers to perform or witness narrative events- for example,to grab a light-saber and dispatch Darth Maul in aStar Wars game.Narrative enters suchgameson two levels- rn terms of broadly defined goalsor conflicts and on the incidenrs. levelof localized Many game critics assumethat all stories must be classicallyconstructed with eachelement tightly integrated into the overallplot trajectory Costikyan 'a (2000) writes, for example, that story is a controlled experience; author consciouslycrafts it, choosing the in certain events precisely, a certain order, to createa story with maximum impact."s Adams (1999) daims,"agood story hangstogether tlre way a good jigsawpuzzle hangs together.When you pick it up, every pieceis locked tightly in placenext to its neighbors." Spatialstories,on the other hand, are often &smissedas episodic- that is, eachepisode(or set piece) can becomecompelling on its own terms without contributing significantly to the plot development, couldbe reordered and often t}e episodes wit}out significantlyimpactingour experience a as whole.There may be broad movementsor seriesof stageswithin the story as Troy Dunniway suggests when he draws parallelsbetween the stagesin the Hero'sjourney (as outlined by Joseph Campbell) and the levelsof a ciassicadventure game,but within each the stage, sequencing actionsmay be quite loose. of rather, Spatialstoriesarenot badly constructedstories; they are stories that respond to alternative aesthetic principles, privileging spatial exploration over plot development. Spatialstoriesareheld togetherby broadly defined goalsand conflicts and pushed forward by the characters movementacrossthe map. Their resolution often hinges on the player reachinghis or her final destination,though,as Mary Fuller notes,not all travel narratives end successfully resolvethe or narrative enigmasthat set them into motion. Once again,we are back to principles of "environmental storytelling." The organization of the plot becomesa matter of designingthe geographyof imaginary worlds,
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so that obstaclesthwart and affordancesfacilitate the protagonists forward movement towards resolution. Over the past severaldecades, game designershave becomemore and more adept at setting and varyrng the rhythm of game play through featuresof the game space. Narrative can a-lso enter gameson the level of localized incident,or what I am callingmicronarratives. We might understand how micronarratives work by thinking about the Odessa Stepssequence Sergei in B Eisenstein's attleshipPotemkin. First, recogni that, ze whatever its serious moral tone, the scenebasically dealswith the samekind of material as most gamesthe stepsare a contested space with one group (the trying to advance and another (the peasants) up moving down. Cossacks) intensifiesour emotiona-l Eisenstein engagement with this large-scale conflict through a seriesof short narrative units. The woman with the baby carriageis perhapsthe best known of those micronarratives.Each of theseunits builds upon stock characters or situations drawn from t}e repertoire of melodrama. None of them last more than a few seconds, thouqh Eisenstein proiongsthem (and intensifiestheir impact) through cross-cutting emotiona,l between incidents.Eisenstein multiple usedthe term "attraction" to describesuch emotionally packedelementsin his work; contemporary game designersmight call them "memorable moments."Just as some memorable (the senseof moments in gamesdependon sensations speedin a racinggame)or perceptions(the sudden expanseof slcyin a snowboarding game) as well as narrative hooks, Eisensteinused the word "attractions" broadly to describeany element within a work that produces profound emotionalimpact,and theorized a that the themes of the work could be communicated acrossand through these discreteelements.Even games that do not createlarge-scale plot trajectories may well thesemicronarratives shapethe player's dependon to emotiona-lexperience. Micronarratives may be cut, but scenes, they don't haveto be.One can imaginea simple sequence preprogrammed actions through of which an opposing player respondsto your successfiJ touchdown in a football same as a micronarrative. Gamecritics often note that the player's participation posesa potential t}reat to the narrativeconstruction, whereasthe hard rails of the plotting can overly constrain the "freedom,power, and self-expression" associated with interactivity (Adams 1999). The tensionbetweenperformance(or gameplay) and exposition (or story) is far from unique to games.The pleasures popular culture often centeron spectacular of performancenumbersand self-contained pieces. set It makesno senseto describemusical numbers or gag sequences action scenes disruptionsof the film's or as plots: the reasonwe go to seea kung fu movie is to see JackieChan show his stuff.eYet, few films consist simply of such moments, typically falling back on some broad narrative exposition to createa framework within which localized actionsbecomemeaningfirl.10 We might describe musicals, action films, or slapstick comedies having accordion-like Certain as structures. plot points are fixed, whereasother moments can be expandedor contracted in responseto audience feedbackwithout serious consequences the overall to plot. The introduction needsto establishthe character's goalsor explainthe basicconflict;the conclusion needs to show the successful completionof thosegoalsor the final defeat of the antagonist. In commedia dell'arte, for example, masksdefine tle relationships between the the charactersand give us some senseof their goalsand 1 desires.r The masksset limits on the action,eventhough tlre performance as a whoie is createdthrough improvisation. The actors have masteredthe possible moves,or lazzi,associated much as with eachcharacter, a gameplayerhas masteredthe combinationof buttons that must be pushed to enablecertain character actions. author prescribes No what the actorsdo once they get on t}re stage,but the shapeof the story emerges from this basicvocabularyof possible actions and from the broad parametersset by this theatrical tra&tion. Someof the lazzi cancontribute to the plot development, many of them are simplerestagings but of the basicoppositions(the knavetricks the masteror getsbeaten). genres Theseperformanceor spectacle-centered often display a pleasurein process- in the
FIRSTPERSShI
whether the bad guyslurk behind the next door,you will find out soon enough - perhapsby being biown and having to start the game over.The heavySway handedexpositionthat opensmany gamesserves a useful function in orienting spectators the core to premisesso that they are lesslil<elyto mal<e stupid and costly errors as tiey first enter into t}re game world. Somegamescreatea space rehearsal, well,so that for as we can make sure we understand our character's potential moves before we come up against the challenges navigating narrational space. of Readin this light, a story is lessa temporal srructure than a body of information. The authoiof a fil- or a book has a high degreeof control over when and if we receive specificbits of information,but a gamedesigner can somewhatcontrol the narrationaiprocess by &stributing the information across gamespace. the Within an open,endedand exploratory narrative structure like a game,essentialnarrative information must be presented redundantlyacross rangeof spaces a and artifacts,because cannot assumethe player one will necessarily locate or recognizethe significanceof any given element.Gamedesignershave developeda variety of kludges that allow them to prompt prayersor steerthem towardsnarrativelysalientspaces. this yet, is no different from t}le ways that ."du.,d"n.v is built into a televisionsoapopera,where the assumptionis that a certain number of yiewersare apt to missany given episode,or even in classicalHollywood narrative, where the law of three suggest.s that any essentialplot point needsto be communicated at leastthreeways. in To continuewith the detectiveexample, then, one ca-n imagine the game designeras developingtwo kinds of narratives-_ one relativelyunstructuredand controlled by the player as they explore the game space and unlock its secrets; other prestructured the bur embedded within the mise-en-scene awaiting discovery. The gameworld becomes kind of informaii,cnspace, a a memory palace. Myst is a highly successfirl of "*ample this kind of embedded narrative,but embedded narrative doesnot necessarily require an emptying of tJle spaceof contempora narrative activities, as a ry game such as Half.Life might suggest.Embedded narrative can and often doesoccurwithin contested
Embedded Narratives
Russianformalist critics make a useful distinction betweenplot (or syuzhet)that refersto, in Kristen Thompsons (198S)terms,"t-he structuredset of all causaleventsas we seeand hear them presented the in film itselfl"and srory (or fabu]a), whiclLrefersto tJ.re viewers mental constructionof the chronologyof those events(Thompson1988,39-40). Few films or novelsare absolutely linear;most make useof some forms of backstory t}at is revealed gradually as we move tlrough the narrative action. The detectivestory is the classicillustration of this principle, telling two stories- one more or lesschronological (the story of the investigation itself) and the other told radically out (the eventsmotivating and lea&ng up to of sequence the murder). According to this model, narrative comprehensionis an active processby whlch rriewers and make ".r.-tl. hypotieses about likely narrative developmentson the basisof information drawn from textualcuesand clues.l2 they move through the film, spectators As test and reformulate their mental maps of the narrative action and the story space. games, In playersare forced to act upon thosemental maps,to literallytest them against the game world itself. If you are wrong about
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spaces. may have to battle our way past antagonists, We navigate through mazes,or figure out how to pick locks in order to move through the narratively impregnated Sucha mixture of enactedand mise-en-scene. embedded narrative elementscan allow for a balance betweenthe flexibility of interactivity and the of narrative. coherence a pre-authored UsingQuake as an example,JesperJuul arguesthat are within games, because flashbacks impossible the game play always occursin real-time (Juul 1998). Yeq are this is to confusestory and plot. Games no more locked into an eternal present than films are always linear.Many gamescontain moments of revelationor artifactsthat shedLighton past actions.Carson(2000) that part of the art of gamedesigncomesin suggests finding artfr.rlways of embeddingnarrative without destroying information into tie en'v-ironment immersiveness without giving the playera and its sensationofbeing drug around by the neck: Stagedareas... [can]leadthe gameplayerto cometo their own conclusions about a prerrious eventor to suggest potcntiaj a just ahead. danger Someexamples include... doors that havebeenbroken open,tracesofa recentexplosion, a crashed vehicle, piano droppedfrom a a greatheight, charredremainsof a fire. he Players, argues,can return to a familiar spacelater in it the gameand discover hasbeentransformedby (off-screen)events.CliveBarker'sUndying, subsequent a of for example, creates powerfirl sense backstoryin preciselythis manner. It is a story of sibling rivalry that As has taken on supernaturaldimensions. we visit each space, havea sense the human they we of characters oncewere and the demon they havebecome.In Peter Molynenx'sBlackand Whit e, the player'sethical choices within the game leavetraceson the landscapeor reconfigure the physicalappearances oftleir characters Here,we might read narrativeconsequences miseoff en-scene sameway we read Dorian Gray's the off debauchery ofhis portrait. Carsondescribes such referring narrative devicesas "following Saknussemm,"
to the ways that the protagonists of JulesVerne's Journeyto The Centerof the Earth keep stumbling across cluesand artifactsleft behind by the sixteenth-century fune Saknussemm, and Icelandic scientist/explorer to readers becomefascinated seewhat they can learn comecloserto about his ultimate fate as the travelers reaching their intended destination. Gamedesignersmight study melodrama for a better can understanding ofhow artifactsor spaces contain affective potential or communicatesignificant narrative on information. Melodramadepends the external projectionof internal states, often through costume As design, direction,or lighting choices. we enter art spaces, may becomeoverwhelmedwith powerfirl we in feelings lossor nostalgia, especially those of has instances where the space beentransformedby for the narrativeevents. Consider, example, moment in return to the when the characters Doctor Zhivago in and encased ice, mansion,now completelydeserted or when Scariett O'Hara travelsacrossthe scorched remainsof her famiiy estatein GoneWith the Wind following the burning of Atianta ln Alfred Hitchcockls but the Rebecca, tide characterneverappears, sheexerts a powerfirl influence over the other charactersespecially secondMrs. DeWinter,who must inhabit the a spacewhere every artifact recallsher predecessor. of F]itchcock creates number of scenes his protagonist a space, passing through wanderingthrough Rebeccas lockeddoors,staring at her overwhelmingportrait on the wall, touching her things in drawers,or feeling the texture of fabricsand curtains.No matter where she Rebeccas memory. goesin the house,she cannot escape A game such as Neil Young'sMajesticpushesthis narrative to its logicalextreme. notion of embedded narrativeis no longercontained Here,the embedded multiple but rather flows across within the console information channels.The player'sactivity consistsof making codes, deciphering sorting through documents, moving step-by-step sense garbledtransmissions, of that is towardsa firller understandingof the conspiracy the game'sprimary narrative focus.We follow links we betweenweb sites; get information through Suchan faxes, e-mails, and phone calls. webcasts, require a branching story embeddednarrative doesn't
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1 0 . 3 T h eS i m s .( M a x i s .E t e c t r o n i c r t s ) A
structurebut rather dependson scramblingthe pieces of a Linearstory and allowing us to reconstruct the plot through our acts of detection, speculation,exploration, and decryption.Not surprisingly, most embedded narratives,at present,take the form of detectiveor conspiracy stories, sincethesegenreshelp to motivate the playersactiveexaminationof cluesand exploration of spaces and provide a rationale for our efforts to reconstructthe narrativeofpast events. Yet.as the preceding examples suggest. melo&ama provides another - and as yet largely unexplored - model for how an embeddedstory might work, as we read letters and diaries,snoop around in bedroom drawersand closets, searchof secretsthat might shed light on the in relationships betweencharacters.
The Simsrepresentsa fourtl model of how narrative possibfities might get mapped onto game space(figure 10.3).Emergent narratives are not prestructured or preprogrammed,taking shapethrough the game play, yet they are not as unstructured, chaotic,and frustrating as life itself. Gameworlds, ultimately, are not real worlds, even those as denselydevelopedas oras geographicallyexpansiveas Everquest. Shenmue Will Wright frequently describesThe Simsas a sandbox or dollhousegame,suggestingthat it should be understood as a kind of autloring environment within which playerscan define their own goals and write their own stories.Yet, unlike Microsoft Word, the game doesn't open on a blank screen.Most players come away from spending time with The Simswith some degreeof narrative satisfaction.Wright has createda worid ripe with narrative possibilities,where each design decisionhas been made with an eye towards increasing prospects interpersonalromanceor the of conflict. The ability to design our own "skins" encourages players to createcharacterswho are emotionally significant to them, to rehearsetheir own relationships with friends, family, or coworkers or to map characters from other fictional universes onto The Sims. glance A at the various scrapbooksplayershave posted on the web suggeststhat they havebeen quick to take advantage ofits relativelyopen-ended structure.Yet, let'snot underestimate designers' the contributions. The charactershave a will of their own, not always submitting easilyto the players control, as when a depressed protagonistrefusesto seekemployment, preferring to spendhour upon hour soaking in their bath or moping on the front porch. Charactersare given desires, urges,and needs,which can come into conflict with eachother, and thus produce dramatically compelling encounters.Characters respond emotionally to events in their enrrironment,as when characters mourn the lossof a loved one.Our choices haveconsequences, when we spendall of our as money and havenothing left to buy them food. The gibberish languageand flashing symbols allow us to map our own meaningsonto tJreconversations, the yet
McKenzie Eskelinen
tone of voice and body languagecan powerfully express emotional states, specific which encourage to us understand those interactions within familiar plor situations.The designers havemadechoices about what kinds of actions are and are not possiblein this world, such as aliowing for same-sex kisses, but limiting the degreeof explicit sexualactivity that can occur. (Goodprogrammersmay be ableto get around such restrictions, but most playersprobably work within the limitations of t}re system as given.) Janet Murray's Hamlet on the Holodecl< might describe some of what Wright accomplishes here as procedural authorship. Yet, I would argue that his choicesgo deeperthan this, working not simply through the programming, but also through the designof the game For example,just as a dollhouseoffers a space. streamlined representation that cuts out much of the clutter of an actualdomesticspace, Sims'housesare the stripped down to only a small number of artifacts, each of which perform specifickinds of narrative functions. job Newspapers, example, for communicate information. Characterssleepin beds.Bookcases can make you smarter. Bottles arefor spinning and thus motivating lots of kissing.Such choicesresult in a highly legible narrative space. his classicstudy Tfre In Imageof The City, Kevin Lynch made the casethat urban designers neededto be more sensitive the to narrative potentials of city spaces, describingcity planning as "t-hedeliberatemanipulation of the world for sensuous ends"(Lynch 1960, 116). Urban designersexert evenlesscontrol than game designersover how people use the spaces they createor what kinds of scenesthey stagethere.Yet, some kinds of spacelend themselvesmore rea&ly to narratively memorable or emotionally meaningfirl experiences than others. Lynch suggestedthat urban planners should not attempt to totally predetermine the uses and meanings of the spaces they create:"a landscape whose every rock tells a story may make difficuit the creationoffresh stories"(Lynch 1960,6). Rather,he proposesan aesthetic of urban designthat endows each spacewith "poetic and symbolic"potential "Sucha sense placein itself enhances of everyhuman activity that occursthere, and encourages deposit of a the
memory trace"(Lyrrch1960, 119). Gamedesigners would do well to study Lynch'sbook, especially they as move into t}le production of game platforms which support player-generated narratives. In eachofthese cases, choices about the designand have narratological organization of game spaces consequences. the caseof evokednarratives, In spatial designcan either enhance of our sense immersion within a familiar world or communicatea fresh perspectiveon that story through the altering of establisheddetails.In the caseof enactednarratives,the story itself may be structured around the character's movement through spaceand the featuresof the environment may retard or accelerate that plot trajectory.ln the caseof embeddednarratives,t}re game space becomes memory palacewhosecontentsmust a be decipheredas the player tries to reconstruct the plot. And in the caseof emergent narratives,game spaces are designedto be rich with narrative potential, enabling the story-constructing activity ofplayers.In eachcase, it makessenseto think of game designers lessas storytellers than as narrative architects.
Notes
1. Theterm"Ludo[ogy" coined Espen was by Aarseth, advocates who focused the the emergence a newfieLd study, of of specificatty on pLay, study games game rather than framed through the of and (Editors' note: concerns pre-existing of disciplines othermedia. or points thatthe Markku Eske[inen,hisresponse this essay, in to out game Frasca. termwasintroduced computer to studies Gonzalo by Thisintroduction, was Yearbook according Frasca, in the Cybertext to - a pubtication for coedited Esketinen named Aarseth's by and Cybertext [1997].) 2. Fora more recent formulation this same of argument, Jesper see "Games (2001), Juul. TeL[ing Stories?" (2001) 3. EskeLinen takes JanetMurray taskfor hernarratjve to analysis lefns as "a perfect of lives of enactment the overtasked of Americansthe 1990s of the constant in bombardment of tasks fit that demand attention that we must our and somehow into our room overcrowded schedu|'es clearoff our desks order make and in to for the nextons[aught." Eskelinen conect notethat the is to but interpretation, abstraction lefns wou[d of seem defunanative to anaLysis that js notthe same thingasinsisting no meaningful that culture. canbe made the game its fit withincontemporary of and pace modern Ietru mightwellexpress of something the frenzied of might,withoutbeinga story. [ife,just as modern dances 'A order 4. storyis a collection factsin a time-sequenced that of "Thestory (Crawford 1982). suggest cause effectrelationship" a and is the antjthesis game. bestwayto tel.[ storyis in [inear of The a within form.Thebestwayto create game to provide structure is a a (Costikyan, 2000). which p[ayer freedom act'ion" the has of
FIRSTPERSON
D C r a f t o n . o n a l d( 1 9 9 5 ) ." P i e a n d C h a s eG a g .S p e c t a c l e n d N a r r a t i v e : a in Sl.apstick Comedy." Classical In HollywoodComedy,edited by K r i s t j n e r u n o v s k a a r n i c k n d H e n r yJ e n k i n s . e wY o r k : B K N a Rout[edge/American Fitm Institute. Crawford, Chris(1982). TheArt of ComputerGameDesign. <http://www.vancouver.wsu.edu/f peabody ganeac/ / book/Coverpage. L>. htm de Certeau,Michet(1988). Thehactice of Everydaylrle. Berkeley: Universityof Ca[iforniaPress. D u n n i w a yT r o y( 2 0 0 0 ) ." U s i n gt h e H e r o ' s o u r n e y n G a m e s . " , i J Gamasutra,November 27. 2000. .http://www. gamasutra.com/feattres htm'. / 20001127 nniway_pfv. /du Esketinen, Markku(2001). "The GamingSituat'ion."GameStudies1,, no.1 (Juty 2001). <http:./ cmc.uib.no/gamestudies/0t01/eske[inen'. / ( F r a s c aG o n z a l o 1 9 9 9 ) ." L u d o t o g y e e t sN a r r a t o l o g y : i m i t i t u d e n d , M S a Differences between(Video)Games and Narrative." <http://www.jacara org/frasca/Ludoto htm'. gy. nda. ( F u L [ e r , a r y , n d H e n r yJ e n k i n s 1 9 9 4 ) ." N i n t e n d o n d N e wW o r t d M a a Narrative."In Communications Cyberspace, in edited by SteveJones. New York:Sage. Gunning,Tom (1990). "The Cinema Attractions:EartyFi|.m, Its of Spectatorand the Avant Garde." Early Cinema:Space, In Frame, Narrat[ve,edited by ThomasElsaesser with Adam Barker.London: British Fil.rn Institute. Jenkins, Henry (1991). WhatMade Hstachio Nuts?:Early Sound Comedyand The Vaudeville Aesthetic.NewYork:ColumbiaUniversity Press. J e n k i n s ,H e n r y( 1 9 9 3 ) ." x L o g i c :P l a c i n g i n t e n d o n C h i l d r e n ' s N i Lives."QuarterlyReviewof Film and Vfdeo,August 1993. 'Complete J e n k i n s , e n r y( 1 9 9 8 ) . H : Freedom f MovemenfVideo o Games Gendered as Playspace." From Barbie to Mortal Kombat: In Genderand ComputerGames,"edited by Justine Cassell and Henry J e n k i n s . a m b r i d g e :h e M I T P r e s s . C T 'A J u u [ , J e s p e r( 1 9 9 8 ) . C [ a s h e t w e e n a m e s n d N a n a t i v e . " a p e r P B G a presentedat the Digital Arts and CultureConference, Bergen, N o v e m b e1 9 9 8 . r <http://www.jesperju ut.dkltext/DAC%20Papef/"20 htmL>. 1998. Juu[, Jesper(2001). "Games TeltingStories?"Game Studies1, no.7 ( J u t y 2 0 0 1 ) .< h t t p : / / c m c . u i b .o l g a m e s t u d i e s / 0 1 0 1 / u u l - g t s > . n
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