Game-Stories:
Simulation, Narrative, Addiction
17 August 2001 by
Forrester Cole
The subtitle of
this panel was Simulation, Narrative, Addiction, but
only the problem of narrative was covered in any detail. Noah Wardrip-Fruin
of New York University introduced the goal of the panel as an exploration
of what a game-story is. The panel did not, by the end, make it
exactly clear what a game-story is, but it did generate some good
discussion. Each member was first given some time to give a short
presentation on some aspect of the discussion before questions were
taken.
The first to speak
was J.C. Herz, of Joystick Nation Inc. Herz talked about a narrative
as a track or trajectory through some world, a game world or otherwise.
A good story is made out of a good world and a good track through
it. Science fiction can be very good at creating the world, but
not so good at choosing a narrative track.
This theme was
picked up by Henry Jenkins of MIT. Jenkins showed slides of the
maps and diagrams that authors use to orient their readers to their
story. Given a better idea of the world, the reader can better enjoy
the narrative thread.
Janet Murray on
the Georgia Institute of Technology brought up the subject of dramatic
agency. In conventional forms of stories and games, plot and a sense
of interaction do not combine. She claimed that the new digital
medium may allow a form of dramatic agency, i.e. a combination
of story and player intervention, that is unique to all forms of
entertainment.
The fourth panelist
was Celia Pearce of the University of Southern California. Her presentation
topic was a theoretical framework for describing narrative. She
also made the important point that games are about having fun and
overcoming challenges. Having fun is the final goal of playing a
game, not engaging the story. For this reason, she thought it was
a mistake to hastily force a narrative theory onto games.
Ken Perlin of
New York University then showed work he had done on animating virtual
actors. He used the work to illustrate the problems inherent in
using characters in a game without giving them a decent personality
or depth of actions. In the demonstration, Perlin showed simply
rendered block people, who nevertheless seemed much more human than
some far more detailed models used in games. The difference was
that Perlins figures naturally shifted their balance, posture,
and vigor of their actions according to a set of attitude and mood
parameters.
The last presentation
was given by Eric Zimmerman of gameLab. Zimmerman gave his personal
definition of a game as an activity with some rules engaged in for
an outcome. He also discussed his interest in exploring the kinds
of narrative that games can allow that no other form can.
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