Sunday, February 10, 2013

Narratives in games



Narratives in games

 In Filipowich's article, he states that for a story to be a story, it must consist of a character being changed by events. I think that there needs to be a distinction made between narratives and stories. Game narratives aren’t built on stories. Even linear, plot-heavy games focus not on what happens, at what time, and to whom, but rather everything around the events that help to set them up. The circumstances that make the plot possible are far more interesting in games than the plot itself. In the case of video games, the word narrative doesn't necessarily suit. The reason for this is that the players' themselves are the uncertain element and every player is different which means the game outcome is also going to be different. There is no set ending, or outcome or even resolution and many plot lines can appear from one game so narration doesn't exact fit with games. However most games offer what is called a back story, or almost an introduction (a start-up) to why you have the objectives you do in a game and how you got there and what character you are meant to embody or be. "If literature is a growth chamber where a character is altered when stimulus is applied, then games are a big open room covered in clues, often occupied by fascinating people and explored by a stranger." (Filipowich) The plot doesn’t matter as much in games because it doesn’t exist until the player moves it. However, the situation is always there just waiting for it to be explored by players.


Alexa Ray Corriea in her article describes narratives in a different way. Games are increasingly becoming a popular way to tell stories. However what makes games so distinct from a movie or a book is that games itself can and do exist without narrative – but once a plot or character development is introduced, the simple problem-solving foundation is bricked over. A complex story needs time and resources to properly tell itself and sometimes in games one of these elements does not meet the quality/standards of its counterparts. Corriea gives the example of Final Fantasy XIII:
                Another numbered series that has suffered considerable blows in recent years is the Final                          Fantasy franchise. Final Fantasy XII featured the intriguingly immersive gambit and license board                 systems, a challenging hunt sidequest, and some truly beautiful environments. But there is                                 absolutely no character development, and the player is suddenly and often slapped across the face                 with major plot points after little to no lead-in or further explanation.
               
                It is unclear who the absolute main protagonist is, and very rarely does a character exhibit                           coherent rationale for their actions. The most glaring example is the subplot – or main plot,                               it’s hard to tell – of Princess Ashe’s quest to reclaim the Dalmascan throne. Upon first meeting Ashe                 is sure of what she wants but loathes using undue force. Five hours of grinding across the desert                 later, Ashe is volatile and tetchy in her hunger for power with no explanation for the violent shift.                 The game doesn’t have a clear villain either.


In games like this, the plot/narrative can easily become a double-edged sword, just as a complex interesting storyline can draw people in, not giving characters, narratives, plots enough time to develop may put off people from finishing the game. So having complex narrative storylines does not guarantee the success of a game.

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