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Games, Narrative and ‘Play’: 
To play or not to play… 
med122 
robert.jewitt@sunderland.ac.1uk
You can discover more about a person in an hour 
of play than in a year of conversation. 
Plato 
2
3
Games as… 
1. Products (ie texts) 
• fuse cutting edge digital technologies with cultural 
creativity. 
2. Part of the media industry 
• take advantage of global networks of production 
and distribution with very little regulation. 
3. Cultural practice 
• encapsulate liberal ideals about individual choice 
and agency 
4
Bigger than film industry? 
5
6 
Global Hardware Sales 
38% 
31% 
31% 
Wii 100.95m 
PS3 82.54m 
Xbox 360 81.12m 
Source
7 
Global Hardware Sales 
38% 
39% 
23% 
Wii U 5.81m 
PS4 6.01m 
Xbox One 3.62m 
Source
Games = drugs? 
8
Games = dead children? 
9
Games = killers? 
10
Gamers = immoral? 
11
Panorama: Addicted to Games? 
12
Video Games or Digital Games? 
• See Aphra Kerr (2006: 3) 
– Arcade 
– Computer 
– Console 
– Mobile 
– etc 
• See Carolyn Marvin (1988) 
13
Approaches 
• What is it that makes a game ‘good’? 
• Is it the story that a game tells? 
• Is it the process of playing? 
Tension between game writers and game designers 
http://www.gamasutra.com/view/feature/3965/gam 
e_writing_from_the_inside_out.php 
14
• “There're lots of ways to entertain, but the 
two primary ones are story—which is 
television and movies and books and all that— 
and the other is gameplay—blackjack and 
football and Parcheesi. There’re other ones, 
but those are two we are very familiar with." 
– Rand Miller, co-creator of Myst, Riven and Uru 
15
Biggest selling PC games 
16
• “There're lots of ways to entertain, but the 
two primary ones are story—which is 
television and movies and books and all that— 
and the other is gameplay—blackjack and 
football and Parcheesi. There’re other ones, 
but those are two we are very familiar with." 
– Rand Miller, co-creator of Myst, Riven and Uru 
17
Early academic debates 
Narratology Ludology 
18
Story (narrative) vs gameplay (ludus) 
19 
stability disruption resolution 
Act I Act II Act III
Narratology 
• The theory and study of narrative and 
narrative structure and the way they affect our 
perception 
• Russian Formalists 
– Tzvetan Todorov 
– Vladimir Propp 
– Victor Shklovsky 
20
Pulp Fiction and narrative structure 
21 
1) Vince collects 
briefcase 
2) Vince dates Mia 
3) Vince killed by 
Butch 
4) Vince cleans car 
5) Vince at the 
diner 
stability disruption resolution
Pulp Fiction and narrative structure 
22 
1) Vince collects 
briefcase 
2) Vince dates Mia 
3) Vince killed by 
Butch 
4) Vince cleans car 
5) Vince at the 
diner 
stability disruption resolution 
1) Vince collects 
briefcase 
4) Vince cleans car 
5) Vince at the 
diner 
2) Vince dates Mia 
3) Vince killed by 
Butch
Hayden White (1987: 1) 
• "far from being one code among many that a 
culture may utilize for endowing experience 
with meaning, narrative is a meta-code, a 
human universal on the basis of which 
transcultural messages about the nature of a 
shared reality can be transmitted". 
23
24
Narratology and Gaming 
• Concerned with gaming as a new way of 
presenting a familiar story 
• Allowing the player to enter a new world, to 
assume the role of a character 
25
Narrative & verisimilitude 
• Games are often the culmination of numerous 
cultural factors and everyday anxieties 
• Therefore verisimilitude is important, reflecting 
the culture of creation, so that pleasure can be 
derived 
26
Player choices and free will? 
27
Player choices and free will? 
28
Narrative decisions: 
Bioshock’s moral imperative 
Harvest Save 
29 
Player
Bioshock vs Spec Ops: The Line 
• See Anhut, 2012 30 
“A man chooses. A slave obeys” 
“None of this would have happened if you’d just stopped”
Games as literature? 
• “the concentration of game designers and 
consumers on genres that are fairly low down 
the literary pecking order does little to add to 
the respectability of the computer game” 
– Atkins, 2003: 6 
• Eg First Person Shooters?
• Focus more on ‘how’ we read games, not 
‘what’ we read. 
32
Games that are examples of the 
‘narratology’ approach 
• Myst/Riven 
• Final Fantasy 
• Grand Theft Auto 
• Resident Evil 
• Call of Duty 
• Tetris?
• “When people talk about videogames, they tend to 
compare them with forms they already know and 
love: film, painting, literature and so on. But there’s 
one critical difference. What do you do with a video 
game? You play it.” 
– Poole 2002: 26 34
Defining ‘play’ 
• “That which has neither utility nor 
truth nor likeness, nor yet, in its 
effects, is harmful, can best be judged 
by the criterion of the charm that is in 
it, and by the pleasure it affords. Such 
pleasure, entailing as it does no 
appreciable good or ill, is play” 
• (Plato cited in Poole, 200: 13-14) 
35
Ludology 
• From the root ‘ludus’ meaning ‘rule bound’ 
(see Callois, 2001) 
• Although games have stories, these are seen 
by ludologists as incidental in the gaming 
experience. 
36
More than identification? 
• “When you play a video game you enter into the 
world of the programmers who made it. You have to 
do more than identify with a character on the screen. 
You must act for it. Identification through action has 
a special kind of hold […] it puts people into a highly 
focused, and highly charged state of mind. For many 
people, what is being pursued in the video game is 
not just a score, but an altered state.” 
• Turkle, 1984/2003, 509 
37
3 important dimensions 
1. Rules (programmed code) 
2. The material system (gameworld) 
3. Gameplay (player interaction) 
Aarseth (1997): Games do not function under the rules 
of semiotics, being not a sequence of signs, but more 
akin to a sign generator 
38
Traditional media are representational, 
not simulational like games 
39
Resistance to ludology in academia (by 
narratologists) 
• “Do games tell stories? The affirmative answer 
suggests that games are easily studied from within 
existing paradigms. The negative implies that we 
must start afresh” 
– (Jesper Juul, 2001) 
40
Resistance to ludology in academia (by 
narratologists): 
• “Do games tell stories? The affirmative answer 
suggests that games are easily studied from within 
existing paradigms. The negative implies that we 
must start afresh” 
– (Jesper Juul, 2001) 
• “Because we are so used to seeing the world 
through narrative lenses ... it is hard for us to 
imagine an alternative” 
– (Conzalo Frasca, 2003: 224) 
41
Film 
Ends? 
42 
Start 
Start 
End 
Ends? 
Game
43
Ends? 
44 
The Walking Dead 
Start 
Ends? 
Start 
Ends? 
Ends? 
x
• "the dimensions of Lara Croft's body, already 
analyzed to death by film theorists, are 
irrelevant to me as a player, because a 
different-looking body would not make me 
play differently... When I play, I don't even see 
her body, but see through it and past it." 
(Aarseth, 2004: p48) 
45
Markku Eskelinen (2004): characters in games are 
functional - a means to an end 
46
Markku Eskelinen (2004): characters in games are 
functional - a means to an end 
Client vs server ‘hitboxes’ 
Less is more... 
47
48 
• ‘you can have a computer game without any 
narrative elements’ (Juul, 1999/2001: 7)
• ‘it is then the strength of the computer game that it 
doesn’t tell stories’ (Juul, 1997/2001: 86) 
49
The combination of play & narrative 
• ‘It isn't a video game… a conventional video game has 
things like a life meter or other icons on the screen. 
Ico doesn't have these things.’ 
• (Fumito Ueda, Ico’s director, 2006) 
50
• ‘In the beginning, I didn't have a 
complete picture of the storyline. But I 
did know what I wanted the game design 
to be. I try to match the game design with 
the storyline, so the story followed from 
the mechanics.’ (Ueda, 2006) 
51
• ‘If I called my work a video 
game, people would think, 
"Well, this is just a video game, 
so I don't want to play it."’ 
52
Morality and player choices 
53
Emergent narratives and 
immersion 
54
• Interactive drama 
55
56
Far Cry 2 
• NPC react to player’s actions and respond accordingly 
57
Conclusion 
• Digital games tell stories 
• We ‘play’ digital games 
• Digital games are different to existing media 
‘art’ forms because of this combination 
• Perhaps narrative & ‘play’ aren’t mutually 
incompatible? 
58
Bibliography and sources 
• Espen Aarseth, 1997, Cybertext, Baltimore, MD: John Hopkins University Press 
• Espen Aarseth, 2004, ‘Genre trouble: narrativism and the art of simulation’, in Noah Wardrip-Fruin & Pat Harrigan (eds), First 
Person. New Media as Story, Performance and Game, Cambridge, MA: MIT Press, Also available at 
http://www.electronicbookreview.com/thread/firstperson/vigilant 
• B Atkins, 2003, More than a Game: The Computer Game as Fictional Form, Manchester: Manchester University Press. 
• Roger Callois, 2001, Man, Play and Games, Urbana: university of Illinois Press. 
• Markku Eskelinen, 2004, ‘Towards computer game studies’, in Noah Wardrip-Fruin & Pat Harrigan (eds), First Person. New Media 
as Story, Performance and Game, Cambridge, MA: MIT Press 
• Conzalo Frasca 2003 cited in Mark JP Wolf & Bernard Perron (eds), 2003, The Video Game Theory Reader, London: Routledge 
• Clint Hocking, 2007, ‘Ludonarrative Dissonance in Bioshock’, 
http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html 
• Jesper Juul, 1999/2001, ‘A Clash Between and Narrative: A Thesis on Computer Games and Interactive Fiction’ Institute of Nordic 
Language and Literature, University of Copenhagen, available at: http://www.jesperjuul.net/thesis/ 
• Jesper Juul, 2001, ‘Games Telling stories? -A brief note on games and narratives’ in Games Studies: the international journal of 
computer game research, Vol 1 Issue 1 July - http://www.gamestudies.org/0101/juul-gts/ 
• Aphra Kerr, 2006, The Business and Culture of Digital Games, London: Sage. 
• Carolyn Marvin, 1988, When Old Technologies Were New: thinking about electric communication in the late nineteenth century, 
Oxford : Oxford University Press. 
• Steven Poole, 2002, Trigger Happy: the inner life of videogames, London: Fourth Estate Limited 
• Sherry Turkle, 1984, “Video Games and Computer Holding Power” in Noah Wardrip-Fruin & Nick Montfort (eds.), 2003, The New 
Media Reader, Cambridge, MA: MIT Press. 
• Fumito Ueda, 2006, ‘Behind the Shadow: Fumito Ueda’ http://www.wired.com/science/discoveries/news/2006/03/70286 
59

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Med122 digital games: narrative and play

  • 1. Games, Narrative and ‘Play’: To play or not to play… med122 robert.jewitt@sunderland.ac.1uk
  • 2. You can discover more about a person in an hour of play than in a year of conversation. Plato 2
  • 3. 3
  • 4. Games as… 1. Products (ie texts) • fuse cutting edge digital technologies with cultural creativity. 2. Part of the media industry • take advantage of global networks of production and distribution with very little regulation. 3. Cultural practice • encapsulate liberal ideals about individual choice and agency 4
  • 5. Bigger than film industry? 5
  • 6. 6 Global Hardware Sales 38% 31% 31% Wii 100.95m PS3 82.54m Xbox 360 81.12m Source
  • 7. 7 Global Hardware Sales 38% 39% 23% Wii U 5.81m PS4 6.01m Xbox One 3.62m Source
  • 9. Games = dead children? 9
  • 13. Video Games or Digital Games? • See Aphra Kerr (2006: 3) – Arcade – Computer – Console – Mobile – etc • See Carolyn Marvin (1988) 13
  • 14. Approaches • What is it that makes a game ‘good’? • Is it the story that a game tells? • Is it the process of playing? Tension between game writers and game designers http://www.gamasutra.com/view/feature/3965/gam e_writing_from_the_inside_out.php 14
  • 15. • “There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that— and the other is gameplay—blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with." – Rand Miller, co-creator of Myst, Riven and Uru 15
  • 16. Biggest selling PC games 16
  • 17. • “There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that— and the other is gameplay—blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with." – Rand Miller, co-creator of Myst, Riven and Uru 17
  • 18. Early academic debates Narratology Ludology 18
  • 19. Story (narrative) vs gameplay (ludus) 19 stability disruption resolution Act I Act II Act III
  • 20. Narratology • The theory and study of narrative and narrative structure and the way they affect our perception • Russian Formalists – Tzvetan Todorov – Vladimir Propp – Victor Shklovsky 20
  • 21. Pulp Fiction and narrative structure 21 1) Vince collects briefcase 2) Vince dates Mia 3) Vince killed by Butch 4) Vince cleans car 5) Vince at the diner stability disruption resolution
  • 22. Pulp Fiction and narrative structure 22 1) Vince collects briefcase 2) Vince dates Mia 3) Vince killed by Butch 4) Vince cleans car 5) Vince at the diner stability disruption resolution 1) Vince collects briefcase 4) Vince cleans car 5) Vince at the diner 2) Vince dates Mia 3) Vince killed by Butch
  • 23. Hayden White (1987: 1) • "far from being one code among many that a culture may utilize for endowing experience with meaning, narrative is a meta-code, a human universal on the basis of which transcultural messages about the nature of a shared reality can be transmitted". 23
  • 24. 24
  • 25. Narratology and Gaming • Concerned with gaming as a new way of presenting a familiar story • Allowing the player to enter a new world, to assume the role of a character 25
  • 26. Narrative & verisimilitude • Games are often the culmination of numerous cultural factors and everyday anxieties • Therefore verisimilitude is important, reflecting the culture of creation, so that pleasure can be derived 26
  • 27. Player choices and free will? 27
  • 28. Player choices and free will? 28
  • 29. Narrative decisions: Bioshock’s moral imperative Harvest Save 29 Player
  • 30. Bioshock vs Spec Ops: The Line • See Anhut, 2012 30 “A man chooses. A slave obeys” “None of this would have happened if you’d just stopped”
  • 31. Games as literature? • “the concentration of game designers and consumers on genres that are fairly low down the literary pecking order does little to add to the respectability of the computer game” – Atkins, 2003: 6 • Eg First Person Shooters?
  • 32. • Focus more on ‘how’ we read games, not ‘what’ we read. 32
  • 33. Games that are examples of the ‘narratology’ approach • Myst/Riven • Final Fantasy • Grand Theft Auto • Resident Evil • Call of Duty • Tetris?
  • 34. • “When people talk about videogames, they tend to compare them with forms they already know and love: film, painting, literature and so on. But there’s one critical difference. What do you do with a video game? You play it.” – Poole 2002: 26 34
  • 35. Defining ‘play’ • “That which has neither utility nor truth nor likeness, nor yet, in its effects, is harmful, can best be judged by the criterion of the charm that is in it, and by the pleasure it affords. Such pleasure, entailing as it does no appreciable good or ill, is play” • (Plato cited in Poole, 200: 13-14) 35
  • 36. Ludology • From the root ‘ludus’ meaning ‘rule bound’ (see Callois, 2001) • Although games have stories, these are seen by ludologists as incidental in the gaming experience. 36
  • 37. More than identification? • “When you play a video game you enter into the world of the programmers who made it. You have to do more than identify with a character on the screen. You must act for it. Identification through action has a special kind of hold […] it puts people into a highly focused, and highly charged state of mind. For many people, what is being pursued in the video game is not just a score, but an altered state.” • Turkle, 1984/2003, 509 37
  • 38. 3 important dimensions 1. Rules (programmed code) 2. The material system (gameworld) 3. Gameplay (player interaction) Aarseth (1997): Games do not function under the rules of semiotics, being not a sequence of signs, but more akin to a sign generator 38
  • 39. Traditional media are representational, not simulational like games 39
  • 40. Resistance to ludology in academia (by narratologists) • “Do games tell stories? The affirmative answer suggests that games are easily studied from within existing paradigms. The negative implies that we must start afresh” – (Jesper Juul, 2001) 40
  • 41. Resistance to ludology in academia (by narratologists): • “Do games tell stories? The affirmative answer suggests that games are easily studied from within existing paradigms. The negative implies that we must start afresh” – (Jesper Juul, 2001) • “Because we are so used to seeing the world through narrative lenses ... it is hard for us to imagine an alternative” – (Conzalo Frasca, 2003: 224) 41
  • 42. Film Ends? 42 Start Start End Ends? Game
  • 43. 43
  • 44. Ends? 44 The Walking Dead Start Ends? Start Ends? Ends? x
  • 45. • "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." (Aarseth, 2004: p48) 45
  • 46. Markku Eskelinen (2004): characters in games are functional - a means to an end 46
  • 47. Markku Eskelinen (2004): characters in games are functional - a means to an end Client vs server ‘hitboxes’ Less is more... 47
  • 48. 48 • ‘you can have a computer game without any narrative elements’ (Juul, 1999/2001: 7)
  • 49. • ‘it is then the strength of the computer game that it doesn’t tell stories’ (Juul, 1997/2001: 86) 49
  • 50. The combination of play & narrative • ‘It isn't a video game… a conventional video game has things like a life meter or other icons on the screen. Ico doesn't have these things.’ • (Fumito Ueda, Ico’s director, 2006) 50
  • 51. • ‘In the beginning, I didn't have a complete picture of the storyline. But I did know what I wanted the game design to be. I try to match the game design with the storyline, so the story followed from the mechanics.’ (Ueda, 2006) 51
  • 52. • ‘If I called my work a video game, people would think, "Well, this is just a video game, so I don't want to play it."’ 52
  • 53. Morality and player choices 53
  • 54. Emergent narratives and immersion 54
  • 56. 56
  • 57. Far Cry 2 • NPC react to player’s actions and respond accordingly 57
  • 58. Conclusion • Digital games tell stories • We ‘play’ digital games • Digital games are different to existing media ‘art’ forms because of this combination • Perhaps narrative & ‘play’ aren’t mutually incompatible? 58
  • 59. Bibliography and sources • Espen Aarseth, 1997, Cybertext, Baltimore, MD: John Hopkins University Press • Espen Aarseth, 2004, ‘Genre trouble: narrativism and the art of simulation’, in Noah Wardrip-Fruin & Pat Harrigan (eds), First Person. New Media as Story, Performance and Game, Cambridge, MA: MIT Press, Also available at http://www.electronicbookreview.com/thread/firstperson/vigilant • B Atkins, 2003, More than a Game: The Computer Game as Fictional Form, Manchester: Manchester University Press. • Roger Callois, 2001, Man, Play and Games, Urbana: university of Illinois Press. • Markku Eskelinen, 2004, ‘Towards computer game studies’, in Noah Wardrip-Fruin & Pat Harrigan (eds), First Person. New Media as Story, Performance and Game, Cambridge, MA: MIT Press • Conzalo Frasca 2003 cited in Mark JP Wolf & Bernard Perron (eds), 2003, The Video Game Theory Reader, London: Routledge • Clint Hocking, 2007, ‘Ludonarrative Dissonance in Bioshock’, http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html • Jesper Juul, 1999/2001, ‘A Clash Between and Narrative: A Thesis on Computer Games and Interactive Fiction’ Institute of Nordic Language and Literature, University of Copenhagen, available at: http://www.jesperjuul.net/thesis/ • Jesper Juul, 2001, ‘Games Telling stories? -A brief note on games and narratives’ in Games Studies: the international journal of computer game research, Vol 1 Issue 1 July - http://www.gamestudies.org/0101/juul-gts/ • Aphra Kerr, 2006, The Business and Culture of Digital Games, London: Sage. • Carolyn Marvin, 1988, When Old Technologies Were New: thinking about electric communication in the late nineteenth century, Oxford : Oxford University Press. • Steven Poole, 2002, Trigger Happy: the inner life of videogames, London: Fourth Estate Limited • Sherry Turkle, 1984, “Video Games and Computer Holding Power” in Noah Wardrip-Fruin & Nick Montfort (eds.), 2003, The New Media Reader, Cambridge, MA: MIT Press. • Fumito Ueda, 2006, ‘Behind the Shadow: Fumito Ueda’ http://www.wired.com/science/discoveries/news/2006/03/70286 59

Hinweis der Redaktion

  1. Tension between game writers and game developers – see delicious link
  2. B. Atkins, 2003, More than a Game: The Computer Game as Fictional Form, Manchester: Manchester University Press