Games as Narrative Systems
The creation of a game narrative is really the creation of a narrative system. This
notion unifies all of the concepts presented so far in this chapter. As a design problem, creating the narrative elements of a game is very much like creating other aspects of your game. You are crafting a system of parts, simple elements that interrelate to form a complex whole. The meanings that emerge from a system arise out of the individual relationships between elements, as well as the more global patterns that emerge across many sets of smaller relationships.
The total narrative experience of Ms. Pac-Man arises from a myriad of components: the title of the game and its reference to the existing narrative of Pac-Man, the arcade cabinet graphics and text, the looping animated title screens, the in-game cartoons between levels, and all of the visual and audio elements of the
game itself. These elements do not exist in isolation, but combine to form a narrative whole that is more than the sum of the parts. The narrative is multi-faceted, and not only establishes a cartoony fictive world and a romantic backstory for the protagonist, but also provides a narrative framework for the game play itself. The play produces intense emergent narratives of insatiably hungry consumption, strategic avoidance and survival, and dramatic turnabout where the hunted temporarily becomes the hunter.These emergent experiences exist in counterpoint to the light and colorful fictive world of the game, resulting in a richly textured narrative experience in which every element plays a part.
A game oriented more explicitly toward narrative play is Advanced Dungeons & Dragons. In D&D and other tabletop role-playing games, the game is a system for generating narrative play, a system that can help define the characters, settings, conflicts, plots, and goals of the game narrative. These designed game materials usually include a formal system that details the rules of the game, as well as a narrative world that provides the overall settings and backstory. These two components are intertwined into the larger narrative system of the game. For example, in the fantasy medieval world of D&D, rules for armored swordplay, fantastical creatures, and magical spells are included, whereas rules for computer technology are not.
Although players can purchase pre-generated D&D adventures, it is more common for a game's Dungeon Master (the player that leads each role-playing session) to create original adventures. The Dungeon Master leads the rest of the players
through these homebrewed stories, each participant role-play-ing a single player-character. The Dungeon Master provides the rest of the narrative elements, describing each setting the players enter, role-playing allies and enemies the players encounter, and slowly revealing the dark mysteries and unexpected plot twists of the ongoing story.
Dungeons & Dragons and other similar games are quite explicit story-creation systems, designed to facilitate the structured, collaborative authorship of narrative play. Each player is a part of that system, as are the player-characters, the Dungeon Master, and the many elements of the game world. These game world components might be formally defined (a long sword does 1–12 points of damage),
narratively defined (the wizard hermit doesn't seem to like us), or both (if we can convince the wizard to enchant my long sword, it will do +2 damage). As the players converse, roll dice, and consult the game rules, they enact pitched battles and dramatic dialogues, brokering power, knowledge, and personality as they together create meaningful narrative play. Every action taken, whether a difficult feat that requires a die roll or a clever conversational stratagem, has its place in the overall narrative system, buoyed up by the formal rules that make such actions possible. Actions simultaneously expand the ongoing story as new narrative elements are added to the series of events.
(Katie Salen, Eric Zimmerman, Rules of Play - Game Design Fundamentals, 2004
Massachusetts)
Salen and Zimmerman explain how interlinked parts of games cooperate creating a broader narrative medium. They highlight that narrative can be successfully achieved in games that are not designed specifically to convey any particular story. However, through participation of players into game and many interactive components that interrelate with each other create a narrative.
The article says that some game designers try to encourage players to create their own
narrative within the system of game. This happens often by character creation and later customization, collecting resources and interaction with other players or npc's.
On the example of a simple ms pac-man game Salen and Zimmerman showed how all the aspects of the game itself create a narrative system; starting from the design of the arcade cabinet to the game play creating certain dramatic effects. In fact games are narratives on its own and don't need to be centered around any particular plot. Often fighting games have additional storyline, or character back stories. Those little elements make games much more interesting even though players while having a duel usually pick the strongest character possible, not one with the most interesting story. However, game becomes much more interesting when each of the characters have some type of personality. For example in Soul Calibur III it's
certainly much more immersive to know that the character player uses is Heishiro Mitsurugi, who has this particular story and is motivated by certain things and craves revenge on someone he used to be wounded by, than that its a random samurai. Also in the game players collect weapons, different for each character, and additionally for each character there is also a one exclusive weapon linked to their story.
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