The Sun Stands Still

Just a little plug for The Sun Stands Still, a very short Unity based point and click adventure. Naomi Alderman, the author behind it, had a little bit to say about emotions and narrative on the BBC World Service’s Click programme:

Games have access to emotions of agency which you can’t necessarily get when you are an audience-member or a reader. A novel or a film can cake you feel frightened, or anxious for the characters, but it can’t make you feel guilty or hopeful about your own life. Once you’re interacting with it, then you can feel that hope, I hope!

There’s more on the podcast version:

The world of computers is existentialist because nothing exists except through the will of the players who create themselves – within the games, they exist solely through what they do. Any meaning is created by the players themselves.

Ludology vs Narratology Revisited

My previous post on the Ludology vs Narratology debate is one of my most visited, and I note that that the term frequently appears in searches that bring people to this site. So, in the spirit of “give the people what they want”, let me offer up this morsel.

I’ve been reading Espen Aarseth’s paper, A Narrative Theory of Games, and he both offers insight into the debate (as, it seems, a pretty early participant), and, more importantly, does a reasonable job of debunking the whole thing. Along the way, he demonstrates a masterclass in academic rhetoric, but you can’t help but feel its personal too.

In reality this is not one, but two debates conflated: one is the design-oriented discussion of the potential and failings of game-based narratives, and another is the discussion of whether games can be said to be stories.

Aarseth points the finger at Henry Jenkins’ Game Design as Narrative Architecture, for setting up the two sides of Ludologists and Narratologists. (Though in that paper, Jenkins appears to point the finger back at Aarseth for coining the word ludology in the first place.) Aarseth argues that pitting one side against the other was “unfortunate, because it obscured the fact that all the so-called “ludologists” were trained in narratology and used narratology in their studies of games.”

Aarseth argues:

The “ludologist” position was not, as has been claimed, “to see the focus shift onto the mechanics of game play” (Jenkins 2001) but to emphasize the crucial importance of combining the  mechanical and the semiotic aspects and to caution against and criticize the uncritical and unqualified application of terms such as “narrative” and “story” to games. In other words, the ludologists’ critique was a reaction to sloppy scholarship (in which key terms are not defined), one-sided focus and poor theorizing, and not a
ban against the application of narrative theory to games as such

(This next bit, I love)

That this challenge has been mistaken for a ban on the use of narrative theory in game studies is nothing less than amazing, and perhaps goes to show that humanist academics are often less astute readers, scholars and interpreters than their training gives them occasion to presume.

Oh, but what’s this?

Anyone who echoes Jenkins’ misleading nomenclature of “ludologists” vs “narratologists” simply has not read the literature itself.

That’s me well and truly told.

Kernels and Satellites

Last week I reminded myself that I hadn’t sought out Cohen and Shires’ Telling Stories: A Theoretical Analysis of Narrative Fiction, which had been referenced in an article on game narrative. It was low down my list of priorities, mainly because it was written in 1988 – which feels like ancient history in citation terms. That shows in chapter one, where defining “narrative” as recounting “a story, a series of events in a temporal sequence,” the authors explain that:

our culture depends upon numerous types of narrative: novels, short stories, films, television shows myths, anecdotes, songs, music videos, comics, paintings, advertisements, essays, biographies, and news accounts.

Games aren’t mentioned, and I guess that’s no surprise, given that in 1988 computer games were still a relatively youthful medium, and the audience for games were relatively youthful too. The investment of Hollywood amounts of money in game narratives was still a twinkle in programmers eyes. If they looked at games at all back then, the authors might well have consciously excluded them from their analysis, because, the central premise of their book is “the events making up a story are only available to us through telling”, which might (arguably) exclude the procedurally generated narratives that most games provide.

But one of their ideas does have some relevance to game narratives. The article I looked at last week made reference to this passage (page 54):

From the vantage point of a completed sequence, events function either as kernels or as satellites. Kernel events raise possibilities of succeeding or alternative events – what we can call, taking the term rather literally, “eventuality.” They initiate, increase, or conclude an uncertainty, so they advance or outline a sequence of transformations. Satellite events, on the other hand, amplify or fill in the outline of a sequence by maintaining, retarding, or prolonging the kernel events they accompany or surround.

In game narrative terms this is a neat summary of how games work as a storytelling medium. In more scripted games such as Red Dead Redemption, the sequence of Kernals is quite rigid, and the satellites are optional or even (in the case of games like Skyrim) procedurally generated. I remember nearing the end of RDR: I’d helped John Marston, the character the game had been following, to track down and (mostly) kill his old buddies from the gang he had run with, and confront his old boss, who throw himself off a mountain. Marston had been given back his farm, and wife and child, and the game challenges had become less about death and destruction, and more about production and family life – rounding up cattle and and the like. Then a blicking icon had appeared on the game map, telling me that I was ready to play the nest kernel event.

I didn’t want to, I knew the game was nearing the end, and having discovered Marston’s life story, I knew it wouldn’t end well. I wanted to prolong the rural idyll of farming, hearth and home. So I found satellite quests to prolong the current kernel. I became obsessed with beaver hunting, promising myself I wouldn’t play on to the next kernal event until I’d found the five beaverskins a crazy glider pilot Marston had met in Mexico needed for his glue. I spent days and days hunting beaver. It became a running joke with my wife.

But after shooting the first two, it seemed the beavers had gone into hiding. There was beaver drought, it seemed, by every river in the gameworld – and yes I did try every one. So with a heavy heart, I turned John Marston back towards his fate. Damn, was I emotionally engaged.

But even in purely procedural games, the idea of kernels and satellites works. As Tynan Sylvester points out, in a game like The Sims, the narrative is reliant on the interpretation of the player:

This story was co-authored between the player and the game. The game simulated some simple event (attraction between redhead and roommate), and the player ascribed meaning to it (jealousy and frustration) the same way he might have for the Michotte balls, even though that emotion was not actually in the simulation. The next part of the story was cued by him when he orchestrated the murder. The game simulated the logistics of firey deaths, but the sense of sorrow and revenge was, again, ascribed completely by the player. Most of this story is apophenia – present of the Player Model, absent from the Game Model.

While not talking about games, Cohen and Shires manage to predict how the random calculations of a procedural game can become an emotionally engaging story:

While kernels may appear to function as primary events and satellites as secondary ones, satellites are as important as kernels to a story sequence. Furthermore, an event’s status as a kernel or satellite depends entirely upon a particular sequence and not on the event itself, which does not possess the ability to advance or amplify a transformation on its own. An event acquires its kernel or satellite function for a given sequence through its placement in the sequence, because the sequence is what sets the events in relation to each other.

I like to play Civilization, which is an example of unscripted, procedural game. Some games are more satisfying than others, when the random generation of events becomes, in my mind, the thrilling story a plucky little nation that could. Sometimes, despite my best efforts to manage my nascent state “events, dear boy, events” conspire to make the game boring – but the advantage of procedural games is that if its boring, you can start again. Well designed procedural games are the ones that keep you restarting because of the all the great narratives you’ve discovered on previous plays. Ones that are consistently boring don’t get restarted, they get turned off.

The challenge for cultural heritage sites is that they can’t be restarted, so a purely procedural approach of interactive narrative would not be constructive. Some degree of scripting – the selection and ordering of narrative kernals is required.

Narrative Structure and Games – Backstory?

I’ve started writing up my literature review. And that has sent me back to the literature itself, to try and make head or tale of the cryptic comments I made to myself when I read it the fist time. Take for example Barry Ip’s two part article in Games and Culture, Narrative Structures in Computer and Video Games. Ip offers, in part one, his own pretty complete literature review of story in games. Indeed I could quote him extensively and move on, except there are some things he said that obviously prickled me. And now I’ve had to re-read him to find our why.

Overall, its the useful summary of game narrative I thought it was. It saves me having to play games for months, with a stopwatch to hand. And looking at it again, I’m reminded of a particular reference to a now out of print and distribution book I was going to check for in the library, but never did*. It needs a bit of updating, mostly by references to Tynan Sylvester’s work, and Terence Lee’s piece on emergent narrative.

But the thing that gets my goat is his use of the term “back story”. I was obviously annoyed this quote:

Backstories are usually presented just before a game begins or seen written on the back of game packaging or in its instruction manual to capture a player’s attention as well as set the scene for the entire game.

Now to my mind, what he is describing is the “blurb”, or at best a prologue that states “what has gone before” and, maybe sets the scene. Whereas I think of backstory as the background created for a fictional character, which isn’t explained at the start of the narrative (where it really becomes part of the narrative) but may be referred to as the narrative progresses. It is complete (if anywhere) only in the author’s head, but the reader (or player) can construct their own understanding of it from the clues peppered throughout the narrative. This was one aspect of Red Dead Redemption that I liked, the player’s avatar had a backstory (and not a very pleasant one) that the player could only piece together during the game. In contrast the player’s avatar in Skyrim has no-backstory – other than he is a captive at the start of the game.

So this time, rather than tap out a barely understandable note to myself, i went to the dictionary to be proved right. The online Oxford dictionary says:”A history or background created for a fictional character in a film or television programme” Aha! I was right! But then it goes on to give an example: “‘a brief prologue detailing our hero’s backstory'” Curses! That’s more like Ip’s definition … And Merriam-Webster agrees with Ip. On the other hand, Wikipedia backs up my understanding (today at least).

Oh! I don’t know, maybe I should just live with it. It seems I’ve spent more time niggling at the word than actually writing – which may of course have been the point.

 

*Kernels and Satellites from Cohen and Shire’s 1988 Telling stories: A theoretical analysis of narrative fiction

GamAR at the National Maritime Museum

Some time ago I read about the GamAR app for mobile devices. Which allows visitors to a number of heritage sites to download a (sometimes free, sometimes paid for) Augmented Reality Game based around the site. Last week I finally got to give it a go, when I visited the National Maritime Museum. The app had been sitting unused on my iPad for months. Now I had the oppurtunity to download a game a take it to the museum.

Here’s a thing – there’s a free game you can download for the Cutty Sark, but we’d been there a year or so ago, before GamAR came out, and didn’t want to repeat that visit yet. Now the Great Explorer game in the NMM itself appeared to be free on my iPad, so I downloaded that. But when my wife tried to download it into her’s she was asked to pay for it (so she didn’t – we took mine).

If I had had to pay, I’d have been cross, because it didn’t work. It started up and wanted access to the iPad’s camera, which I allowed, but the camera images wouldn’t appear on the game screen, so after some fiddling, I gave up and borrowed one of the museum’s Android tablets so my family could try it out.

 

It’s a simple but fun scavenger hunt around a giant map on the mezzanine level of the Museum’s roofed-in courtyard. The kids had to move from port to port, finding out a little about each country and picking up items and crew that allowed them, eventually to level up to Grand Admiral (huzzah). The Android tablet was quite heavy, and my boy gave up after a while with tired arms, so his sister completed the quest.

It was notable that there were few others playing the game, even though the borrowed tablets were free. I saw just one other player while we were there. There were plenty of kids playing on the map, though. But they were just playing, running and rolling around on its soft surface. Of course when they occasionally rolled under where my kids were point the tablet, the image recognition that powers the app failed and we’d have to wait a while for them to roll out of the way.

A regular visitor we were with, wasn’t even aware of the game, despite the massive banners around the map advertising it. This speaks to my continuing (but as yet unmeasured – I wonder how I might go about that?) suspicion that very few people actually want to play games when they are “doing heritage”.

Meanwhile, many more visitors where enjoying another playful intervention at Royal Museums Greenwich. Up the hill, at the Royal Observatory a number of items had been removed from show there, to appear in the Museum’s Longitude exhibition. To take their places in the observatory, the museum had brought in a number of Steampunk writers, artists and makers to create an alternate history of longitude.

The especially made exhibits were fun, but my favourite aspect was the rewriting of labels for items from the museum’s permanent collection. By way of example have a look at this picture:

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Got it?

Now read the caption and suddenly the picture becomes a lot more frivolous:

2015/01/img_5723.jpg

A lot more fun, for me at least, than GamAR’s efforts.