Sebastian Domsch
Storyplaying
Narrating Futures
Edited by
Christoph Bode
Volume 4
Sebastian Domsch
Storyplaying
Agency and Narrative in Video Games
ISBN 978-3-11-027216-1
e-ISBN 978-3-11-027245-1
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Content
1
1.1
1.2
Introduction: What is Storyplaying? | 1
Preliminaries: Medial Forms | 6
Preliminaries: Exclusions | 10
2
Video Games and Narrative | 13
2.1
Gameplay and Narrative | 13
2.1.1
Gameplay and Game Mechanics: The Rules of the Game | 14
2.1.2
Semanticization and Fictionalization: Towards Gameworlds | 18
2.2
Narrative Forms | 31
2.2.1
Passive Forms | 31
2.2.1.1
Exposition | 32
2.2.1.2
Cut scenes | 32
2.2.1.3
Loading Screen | 34
2.2.2
Actively Nodal Forms | 34
2.2.2.1
Player Actions | 35
2.2.2.2
Quick Time Event | 35
2.2.2.3
Dialogue tree | 38
2.2.2.4
Event trigger | 41
2.2.3
Dynamic Forms | 43
2.2.3.1
Non-player Character | 43
2.2.3.2
Timed Events/Intradiegetic Clock | 46
2.2.4
Digression: Architecture and Protocols | 48
3
3.1
3.2
3.3
Non-Unilinear Gameplay in Video Games | 53
Levels of Observation | 53
Non-Unilinear Existents | 61
Non-Unilinear Objectives | 68
4
4.1
4.2
4.2.1
4.2.2
Non-Unilinear Narrative in Video Games | 75
Non-Unilinearity in Quest-Based Narrative | 81
Non-Unilinear Narrative Outside of Quests | 93
Character | 94
Spatial Narrative | 98
VI
Content
5
5.1
5.2
5.3
5.4
Choice and Narrative in Video Games | 112
The Anatomy of a Player Choice | 112
Choice and Meaning | 123
Choice, Information, and Narration in Video Games | 128
Choice and Consequence in Video Games | 137
6
6.1
6.2
6.3
Narrative’s Contrast Agent: Moral Choices | 148
Valorisation Rules | 150
Valorising Morality | 155
Ethics and Rules | 163
7
7.1
7.2
7.3
The Future of Storyplaying | 169
Media-Economic Aspects | 170
Media-Technological Aspects | 171
Artistic Potential of the Medium | 177
Works Cited | 181
Index | 188
1 Introduction: What is Storyplaying?
This study is to be understood as part of a larger research into a specific type of
narrative that is termed future narrative (FN). The general features of this type of
narrative are discussed extensively in Christoph Bode’s Future Narratives: Theory,
Poetics, and Media-Historical Moment. Since his is the foundational theoretical
work, I will quote at some length from his definition of FNs:
‘Narrating Futures’ is about a new, hitherto unidentified kind of narrative. The fact of its
discovery is exciting in itself, but no less exciting is the key feature this new kind of narrative displays: it does not only thematise openness, indeterminacy, virtuality, and the idea
that every ‘now’ contains a multitude of possible continuations. No, it goes beyond this by
actually staging the fact that the future is a space of yet unrealised potentiality – and by
allowing the reader/player to enter situations that fork into different branches and to actually experience that ‘what happens next’ may well depend upon us, upon our decisions, our
actions, our values and motivations.
It might therefore be said that these narratives preserve and contain what can be regarded
as defining features of future time, namely that it is yet undecided, open, and multiple, and
that it has not yet crystallised into actuality. It is by virtue of their capability to do exactly
this – to preserve the future as future – that these narratives are here called ‘Future Narratives’.
Bode goes on to define what distinguishes FNs structurally from others, which
are also called ‘past narratives’, and which are organized around events:
Future Narratives do not operate with ‘events’ as their minimal units. Rather, their minimal
unit is at least one situation that allows for more than one continuation. We call this a
‘nodal situation’, or a ‘node’, for short. (1.1)
The node is the defining feature of FNs. Consequently any narrative that contains
at least one node can be called a FN. But in how far can a situation be described
as nodal, and a nodal situation be described as narrative? Well, as the definition
says, a situation is nodal if it allows for more than one continuation, which means
that the two continuations that are both possible from one point have to be different from each other. The state after the node can only be one or the other, not both
at the same time, they are mutually exclusive. And yet, from the nodal situation,
each of these mutually exclusive states is possible to be actualised. Whereas all
narratives can talk about potentiality, openness or indeterminacy, these aspects
are actually present in a nodal situation, they are staged by the structure of the
narrative.
2
Introduction: What is Storyplaying?
And how is such a situation related to narrative? Precisely through what the
‘mutually exclusive’ refers to: the state of a storyworld. Nodal situations are part
of a narrative experience by the user. Nodes are a feature that can be added to
any kind of narrative. In order not to exclude any of the manifestations of FNs,
the definition of narrative used here is a rather encompassing one that is strongly
influenced by cognitive narratology. Narrative is here being understood as anything that is conducive to the user’s mental linking of (at least) two events and the
creation of a storyworld. Such a definition overcomes the shortcomings of essentialist attempts at pinpointing what a narrative ‘is’, in the sense of distinguishing
concrete features in an artefact, be it a text, an image, or any other sign. It is less
about what a narrative is, and more about what can be a narrative to a recipient.
So nodes in a FN are part of a structure that lends itself to being regarded as
a narrative by its user. The user is invited to mentally link at least two events and
thereby start the creation of a narrative and a storyworld in which the events take
place. And in addition to that, the node provides a situation in which at least two
different changes to this storyworld are possible. This definition is highly abstract
and therefore neutral on a number of aspects that can and will influence the way
that FNs are created, presented, and experienced. Chief among those aspects is
the medium used. In addition to the general investigation that also looks into
the historical background of concepts of openness and indeterminacy, the larger
project of analysing FNs also contains a number of studies that look at the occurrence and forms of FNs in different media.
This study will focus on FNs as they appear in gameplay in general and video
games in particular. The existence of nodes turns any narrative into a game of
sorts between the creator and the user, it heightens the ludic quality of the narrative by either directly granting the user agency (as in a Choose-Your-Own-Adventure [CYOA] book or a combinatorial book like B.S. Johnson’s The Unfortunates) or
at least by forcing the user to make differential evaluations of multiple continuations (as in sequentially arranged multiple endings – here the reader needs to
position herself evaluatively, and choose which ending to prioritise). But many of
those FNs use medial forms of PNs (a book, a movie) as their structural starting
point and ‘gamify’ them through the inclusion of nodes. The following analysis
will concentrate instead on those FNs that take a game structure as their starting
point, and make this structure readable as a narrative.
It is the guiding assumption of this study that some games, and especially
many video games, are also FNs. Therefore, it will mainly attempt to show two
things: how video games can be experienced by their players as narrative, and
how this narrative, through its connection to gameplay (which necessarily introduces nodes), can enable the openness that is a precondition for their inclusion
into the category of FNs. There will be a more in-depth discussion of this point,
Introduction: What is Storyplaying?
3
but for introductory purposes, it should be said that this study has a very specific
focus within the range of things that can and should be said about video games.
This focus is on the perception of the play experience as having meaning in a fictional storyworld. Such a perception, it will be argued, is not necessary for games,
but it is well possible and productive.¹ This focus will therefore exclude attempts
to explain what video games (or any games) ‘are’, just as it will not posit what
narrative ‘is’. Some things are played as games, and some things are read as narrative, and sometimes, a thing is both. The latter is what is called storyplaying.
What most clearly distinguishes video games from other medial realizations
of FNs is the range of agency that they allow their readers. This is why we will refer
to the user of a video game in the following as a player, even though this player
in many cases will also have to be understood as a reader of fictional meaning, a
reader of signs and implied or explicit narratives. But it is a core feature of video
games that the player almost never (and never completely)² stops to be an agent,
and is therefore ‘playing’ the story to a much larger extent than in any other
medium.
The basic definition of a nodal situation is also neutral on the question of
whether the user is allowed to influence which of the continuations is going to
be realised. Such an empowerment of the user to the status of active agent is
indeed not necessary for a situation to be counted as nodal. The FN might make
the choice for the user, like a croupier spinning the Roulette wheel (or a hypertext
that automatically selects one of several links without any input by the user); or
it might present all of the continuations, as in the case of sequentially presented
multiple endings (for example The French Lieutenant’s Woman in print or Run
Lola Run in movie form). But nodal situations that do involve choice form a very
important sub-group, and they are highly prominent in video games. A major
focus will therefore be on a close analysis of player choices and their relation to
the game’s narrative perception.
The appeal of games lies in their promise of agency, in the promise of an
openness that is dependent on the player and her choices. All games are therefore
necessarily non-unilinear, since true agency implies choice, and choice implies
differing outcomes. Many games of the category that Jesper Juul has called ‘emergent’ offer a staggering degree of openness or game complexity, one that is impossible to achieve in other media like print or motion pictures. So are video games
by default the ‘best’ FNs, allowing for the highest degree of openness? The best
1 For investigations into the nature of games and play, cf. Huizinga, Caillois, and Sutton-Smith.
2 Though there might be situations in a video game where the player has no agency (like loading screens or non-interactive video sequences), a game that consists entirely of such situations
would not be considered a game.
4
Introduction: What is Storyplaying?
answer would most likely be a tentative yes with strong qualifications. Video
games are unique among games in a number of ways, two of which are of special
importance for their analysis as FNs: Their enormous potential for presenting
their rule structure in terms of a fictional storyworld, and their capabilities of creating a succession of game spaces. Both aspects will be dealt with in more detail
in later chapters, and will only be sketched here for a better understanding of the
way that this study is organised.
The video game is a meta-medium in the sense that its underlying technology
allows the non-reductive incorporation of all other major presentational media:
spoken text, written text, as well as all kinds of sounds and images, both still and
moving. Neither a written text nor a movie clip is lessened in their medial form
by being part of a video game, which means that video games can employ their
expressive potential to the full. Though they do not need to, if they want, they
can tell a story as well as a movie or a text – simply by presenting a movie or a
text. It is hardly surprising that this potential for narrative presentation has been
consistently tapped by video games, from early text adventures to big-budget cinematic productions. Games produced on a large scale can now contain hundreds
of pages of text and hours of video sequences. Storytelling is easy for video games
to include, though it is much harder for them to integrate. There will be much
more on this integration in the following (chapter 1.1); here we will just highlight
one feature of video games that makes integration easier than for many other,
non-digital types of games.
Traditionally, games are set in a clearly defined and rather limited game
space – for example the board of a board game, the playing field of a sports game,
or a sandbox. This game space is almost never modified during a single run, or
only in a limited way, such as the switch of sides in volley ball after half-time.
Other than that, players rarely if ever switch or modify fields or boards. This is
changed radically by video games, because one of the things they excel in is the
creation of a large number of different game spaces and the ease with which the
player – through the use of a player character as a spatial stand-in for the player –
can change between different game spaces. Switching from one level to the next is
so much less of an effort than changing a physical board, not to mention walking
to a different playing field. This has consequences for the structure that video
games allow, and for the relative dominance of what Juul calls ‘games of progression’. According to Juul, games of progression “directly set up each consecutive
challenge in a game” (67), by which he means that the sequence of challenges is
fixed, even though the sequence of possible actions is not. We will return to this
point later, for now it is enough to state that video games are exceptional in their
ability to provide a fixed series of challenges within one run of a game and still
remain interesting to players. They achieve this by creating a large and variable
Introduction: What is Storyplaying?
5
number of successive playing fields, which means that challenges remain interesting even though the basic rules remain the same. And they motivate the player
to embrace the progression from one field/level/room to the next by presenting it
as a narrative sequence. Without at least one of these two methods – variation in
playing fields and narrative sequencing – the player would experience games of
progression as repetition and would soon loose motivation to play.³
These two aspects have been highly influential for the development of video
games and for some important strains of their generic differentiation. They are
also responsible for the fact that many video games are much less non-unilinear
than most traditional, non-digital games. That this relative uni-linearity regularly goes hand in hand with an increase in the game’s narrative proclivity⁴ is
not a coincidence. As conveyors of narrative, video games constantly negotiate
between the openness necessary for agency, and narrative demands for some
form of closure. The range between these two poles is where they are to be understood as FNs. In consequence, video games can be highly non-unilinear, but they
need not be. Careful differentiation is necessary to understand the full range from
uni-linearity to non-unilinearity that video games can offer their players, especially when considering what the player experiences as narratively relevant.
3 For an illustration of this we might look at the current trend of selling additional content for a
game that a player has already bought, a trend that has become widespread with the establishment of digital distribution. The overwhelming majority of such downloadable content (DLC)
belongs to one or both of the following categories: new game spaces or new narratives that are
associated with the old game spaces.
4 The term narrative proclivity is here used in a sense similar, but not identical to Marie-Laure
Ryan’s term ‘narrativity’. Narrative proclivity is not something that an object ‘has’ or does not
have, but a measure of the relative ease with which an object lends itself to being conceived
in terms of a (fictional) storyworld. This says nothing about the complexity of the storyworld,
nor does it imply any aesthetic judgment. On the contrary, many a modernist aesthetic position
would rather privilege an object in which less narrative information is spelled out for the recipient. Also, narrative proclivity as a term is used here not to make a theoretical statement about
events and their fundamental ability of being conceived as a narrative, but merely as a practical
measurement. As Christoph Bode has stated convincingly, any two events can be narrativized.
Thus, narrative proclivity, as it is used here, is not a question of ‘yes’ or ‘no’, but of ‘how easily’?
As such, it is very helpful in distinguishing between, for example, the material offered for narrativization in Space Invaders (where the player has not much more than a few half-abstract shapes
to go by) with that of Fallout 3 with its use of highly rendered graphics, cinematic expositions,
voice acting, and embedded texts.
6
Introduction: What is Storyplaying?
1.1 Preliminaries: Medial Forms
As a preliminary consideration, we should try to locate video games as a medium
with regard to the way they can be used. Video games are most commonly categorised as ‘interactive’ and grouped with all other media that are so designated. Yet
this categorization precludes the possibility to account for some of the specific
affordances⁵ of video games as a medium although they are of major importance
to the way they can engage the player in a reception process that is both open and
susceptible to semantic charging.⁶
The first differentiation that one needs to make is related to the ways in which
a user is allowed to use an artifact. Different media have different sets of rules for
how to properly use them. These rules are often not absolutely binding, but are
implicit suggestions. The rules for using a codex book run somewhat like this:
Start reading at the first page, when you have read the first page, turn to the next;
repeat this process until the last page. Of course I am able to start reading a novel
from the middle, and I can easily skip pages or return to the beginning, but I
know that I am not following the rules. In this sense, the rules of what we will call
passive media do not allow or enable action by the user to change their perceptible form in more than one way. That is to say: two different kinds of input cannot
lead to two different forms of presentation. In this sense, passive media usually
have only a single option for right usage. Following this rule will always lead to
the same palpable result. Two different, albeit ‘correct’ uses of a ‘passive’ novel
or movie for instance cannot differ in what is being presented to the user. Note
that this does not preclude the ‘text’ in any way from having nodes, but that, in
case of a node, the different continuations cannot be chosen by the user. In an
actively nodal book, such as a Choose-Your-Own Adventure novel, the player is
offered alternative options for correct usage (you can go to page 12 or you can go
to page 34) and, depending on the user’s choice, the presentation will differ. This
is also true for combinatorial printed texts like B.S. Johnson’s The Unfortunates or
Raymond Queneau’s Cent mille milliards de poèmes.
Besides this distinction between actively-nodal and passive media (whether
nodal or not), I would therefore like to suggest a further distinction between what
5 An affordance is a quality of an object, or an environment, which allows an individual to perform an action. For example, a knob affords twisting, and perhaps pushing, while a cord affords
pulling. The term is used in a variety of fields: perceptual psychology, cognitive psychology, environmental psychology, industrial design, human–computer interaction, interaction design,
instructional design and artificial intelligence.
6 Interactivity is a notoriously difficult concept to define, and there are many ways to approach
it. Since the following is not an attempt to theorize interactivity, I will only direct the reader’s
attention here to Christoph Bode’s discussion of the term in 1.13.
Preliminaries: Medial Forms
7
one could call static and dynamic media. Static media are marked by the fact
that their reception does not have a temporal dimension in itself. This means that
temporality and movement can only enter through the activity of the user. A book is
in this sense a static medium. Here temporality is dependent on the concrete user
(the actual time taken for reading) just as is movement (in this case: the turning
of the pages). The reception of dynamic media, on the other hand, does have a
temporal dimension that is at least partially independent of the user. A film will
take the same time to watch independently of who watches it.⁷ A game of fast
chess will leave the player a concrete amount of time for making a move, or for
all moves together. Dynamic media are perceived as movement in time, a movement that is not initiated by the user as part of the reception process (the activity,
for example, of starting the movie is to be considered as outside of the reception
process proper). Dynamic media therefore also include the medium’s ability to
actively generate processes.⁸
The important point to note is that the aspects passive, dynamic, actively
nodal and static can be freely combined, leading to four different medial forms.
Thus, not every static medium is necessarily passive, just as not every dynamic
medium is necessarily actively nodal:
Passive
Actively nodal
Static
Book, Painting
Dynamic
Film, Music
Card game, board game, CYOA-book, combinatorial
book, ‘static’ hypertext
Video game, hypertext with timed choice, games
involving the laws of physics, interactive music⁹
Fig. 1: Medial forms.
In this sense, static-actively nodal media are those that can change their perceptible form in more than one (a nodal) way, but only in a way that is completely
dependent on a user’s input. A physical chess board with wooden pieces or a
printed CYOA-book are static-actively nodal media in this sense. Though they do
allow interaction, a reconfiguration of their presented shape, nothing will ever
7 With interactive media like DVDs, viewers can influence the time of watching by slowing or
speeding up the presentation, though one might argue that this is a case of non-proper usage.
8 Aarseth refers to this difference in his distinction between transient and intransient texts,
though he limits this to the way that text is presented to the reader (1997, 63).
9 This is a very recent development mostly encouraged by touch-based electronic devices, notably by Björk’s 2011 album Biophilia.
8
Introduction: What is Storyplaying?
happen to the board or the book unless a user does something.¹⁰ And dynamicpassive media are those that have a temporal dimension that is independent of the
user, such as music. In passive media (static or dynamic) nothing that happens
is a consequence of an act by the user. In static-actively nodal media, nothing
can happen that is not a consequence of an act by the user.¹¹ In dynamic-actively
nodal media, things can happen either as a consequence of an act by the user, or
as independent of her agency.
Dynamic-actively nodal media combine user agency (the user can transform the perceptible form through input) with activity (the medium changes in
the user’s real time but without her influence). Video games are likely the most
advanced examples of this type of medium, but they are definitely not the only
ones. Other electronic media, even when not classified as ‘games’, fall under this
category, like hypertexts that have a temporal dimension (e.g. giving the player
a restricted time to make decisions before random links are activated) or introduce state changes unconnected to the user’s actions. But also non-electronic
games that use physical properties with a temporal dimension and all games that
contain a human as part of the game system (taking over the function of referee
or gamemaster¹²) can be regarded as dynamic actively nodal media. Obviously,
all multi-player games either fall squarely within this category or should be completely excluded from this typology.¹³
Most of the distinctions that result from this classification are already very
common in media analysis, namely the opposition of static-passive and dynamicpassive to static-actively nodal and dynamic-actively nodal and the distinction
between static-passive and dynamic-passive, usually referred to in terms of
spatial or temporal medial forms (e.g. Ryan, Narrative across Media 21). The part
that is important for this analysis is the distinction that has not yet been made
10 That is why a physical chess board or a printed CYOA-book cannot really be called ‘interactive’ media in the sense proposed by Bode: there is no interaction, because the only ‘response’
they show (the semblance of a response being essential for the definition of ‘interactivity’), is
identical with what the user just did to the medium. True, there is a change of aspect, but if such
a change of aspect, solely caused by the user, were a sufficient criterion for interactivity, then all
media would be ‘interactive’ – which would render the term useless.
11 It would seem that the narrative text that precedes the first player decision in a CYOA-book
contradicts this, though one could argue that the book is, before the first decision offered to the
player, in form essentially a passive medium that is then being changed into an actively nodal
one.
12 The gamemaster is the auctorial instance that gives the player a goal (usually involving gameplay actions).
13 A borderline case would be the dice: throwing the dice is dependent on the user, but the ensuing physical motion is, through its chaotic nature, completely divested from the user’s will, and
is at least experienced as an activity by the game system.
Preliminaries: Medial Forms
9
sufficiently clear in media analysis between static-actively nodal and dynamicactively nodal. This distinction has large functional consequences when one is
looking at the way that games can relate the player and the game’s rule-system.
Dynamic-actively nodal media can do two things that other, non-dynamic media
can’t: enforce the rules by which they are to be engaged, and initiate processes
that are unrelated to the user’s input, but that can still be ‘intercepted’ by the
player. That is why only dynamic-actively nodal media can create successful single-player games that do not rely on the player’s cognitive limitations.¹⁴
The fact that dynamic media can enforce their own rules of use also means
that they do not need to provide complete information about the rules to the user.
Static media cannot be used without full information about how they are to be
used. Without the knowledge that a book needs to be opened, one cannot read it.
Now, this ‘rule’ is obviously excessively simple and is generally learned by children as young as one year, so that it is hard to imagine not knowing it. But what
about playing chess properly, without knowing its rules? It is simply not possible.
But if this game system is communicated through a dynamic medium (as in a
chess computer), the player can try out moves and be told by the system whether
they are possible or not.¹⁵
What this means is that dynamic media can transpose the information about
their rules from the level of self-reflexive commentary to the level of the display
of the gameworld. A CYOA-book, for example, can state the player’s options
in terms of the gameworld (‘Do you want to enter the cave or not?’) but needs
to include instructions that directly refer to the game as game, to its rules (‘If
yes then go to page 112’). This is important for the narrative proclivity of games,
because it makes a fusing of the game’s presentational level (that contains its
fictional content) and its rule-structure possible. It is also important for the types
of choices that can be presented to the player and the information that the player
gets about choices. All of this will be addressed in the main analysis.
14 This latter category would include games that challenge the player to know something, either
out of the pool of general human knowledge (such as crossword-puzzles or questionnaires) or
about a logical situation that she could theoretically be able to figure out but does not because of
its complexity (peg solitaire, patience).
15 Note that playing a game of chess with someone explaining the rules while playing would
mean that this person is included within the game system, which means that it turns into a
dynamic-actively nodal one.
10
Introduction: What is Storyplaying?
1.2 Preliminaries: Exclusions
To conclude this introduction, a few words are necessary on what this study is
and what it is not about. This is not a history of video games. Examples from
actual video games are chosen mainly for the fact that a certain feature or structure is employed by them in an interesting or exemplary or problematic way, not
necessarily because the game was the historically first to introduce this feature.
This study is interested much less in the genealogy of games than in their structure, potential, and development. Thus, the latest use of a gameplay mechanic
or other feature might be the most evolved (though this is not always the case),
even though the originality in creating it belongs to an earlier game. Storyplaying is only in its early stages and it will continue to evolve. Consequently, this
study excludes a historically oriented diachronic perspective, though there will
be some thoughts on possible future developments in the final chapter.
Also, this study is about game systems as created and fixed objects and their
interrelation with users, here called players. In the case of video games, these
systems are actively nodal and dynamic, but they are also fixed in the sense that
every structure that I will talk about was created in its entirety before it is being
performed by a user. Their actively nodal nature is limited by the designer’s
abilities to provide a set of options and possible reactions to player input. Their
dynamic range is limited by technological affordances, especially the current state
of artificial intelligence. This state is still a quantum leap away from anything we
would accept as approaching human intelligence (or even the intelligence of most
simple life forms), and it is therefore obvious that one has to carefully distinguish
between game systems as created objects and any case in which even part of the
game system is constituted by a human agent. These latter cases are structurally
as different from ‘normal’ single-player video games as they in turn are different
from a chess set, or, in other words, games that contain human agency as part of
their game system are as different from games that do not as oral storytelling is
from a written text. Since this is not a study about Calvinball,¹⁶ it will therefore
not consider games that either have a human agent as part of the game system,
involve face-to-face oral communication with a human agent (even if mediated
through chat, email, or the phone), or that involve more than one player. When a
game system contains a human agent as one of its parts, theoretically everything
is possible that is humanly thinkable. Many of the existing cases – from children
playing ‘cowboys and Indians’ through pen-and-paper role-playing games with
16 Calvinball is a game that is played by fictional six-year-old Calvin and his imaginary tiger
Hobbes, created by Bill Watterson, in which the only rule is that “You may not play Calvinball the
same way twice”, which means that rules are constantly being made up on the spot.
Preliminaries: Exclusions
11
their human gamemasters to Jason Rohrer’s experimental video game Sleep is
Death – have developed rules to limit the freedom of agency that the human participant has, and yet even in the most limited cases, the number of options is still
indefinite and an unambiguous formulation of game rules practically impossible.
Humans are psychological subjects, and as such they do not necessarily follow
the same strict logic that game rules do. The chess rules are unambiguous, as is
the determination of a chess computer to win against his human opponent. But
the human player can choose how she wants to play the game, can add or modify
rules, even without breaking the existing ones. With humans, it is fairly impossible to say what game they are actually playing: are two persons, say grandfather
and grandchild sitting at a board game, really playing the same game?
This is also the reason why player psychology will play no part in this study
even though the focus will often be on the perception of the game by the player.
Rather, it will focus on the structure of video games as rule-bound systems and
medial presentations, and on the affordances that this structure offers to players.
It does not posit real players, but rather players that are implied by the structure. While this book is interested in the range of options that games offer to their
players, it is not concerned with what empirical players will choose to do in a
given situation. The purpose of a game of chess is to win against an opponent;
therefore, the player that is implied in the game’s structure is one that wants to
win. There might be countless real players out there in the world who have good
personal reasons for playing chess and not wanting to win, but none of these
reasons will be explainable in the terms of the game’s structure, and is therefore
of no concern for us here. When motivation is discussed in the context of choice
situations, it is not as an empirical psychological value, but as an option proposed by the game itself, which the player is often enough free to ignore.
As had been said, the use of a human as gamemaster turns a game into something that is beyond the scope of this study. But what is true for such games is
also true for games that contain more than one player. In a single-player game
without a human gamemaster, the whole of the game system is a created and
finished object. This object can have dynamic attributes, and it can, as in the
case of video games, even employ the abilities of artificial intelligence, but it can
never have the capabilities that human intelligence has. Even though the player,
from her own perspective, considers herself as merely a player, from the perspective of her opponent she is part of the game system and its rule structure. For the
opposing (or supporting) player, she becomes a part of how the game reacts to
her own choices, part of the game’s consequence structure. And obviously, this
will be an element with a level of contingency that no non-human system will be
able to reach.
12
Introduction: What is Storyplaying?
What is added through the inclusion of humans into the game system has
(almost) nothing to do with the medial nature of video games, apart from the fact
that they enable such inclusion (but so do board games, sports, or any form of
collaborative storytelling). It is not a specific characteristic of video games that
opposing human players can react in completely emergent ways, it is a characteristic of all multiplayer games, and ultimately one of life itself. This is why multiplayer games will not have a distinct systematic place in this study.
2 Video Games and Narrative
In order to make a narratological analysis of video games (by investigating them
as FNs), one has to demarcate the nature and interdependence of gameplay and
narrative in these games. As questions of narrative are the starting point for the
whole larger project of FNs, it is only logical that the narrative aspects of video
games are put in the foreground here. Establishing the fundamental relation
between video games and narrative will serve as the starting point to pursue more
specialised questions that may lead towards a better understanding of video
games as FNs. This chapter will therefore look at the relation of gameplay and
narrative in video games from a theoretical perspective and afterwards explore
the occurrence of narrative elements (passive, actively nodal, and dynamic)
within video games from a game design perspective.
2.1 Gameplay and Narrative
The discussion about the relation between video games and narrative is still very
much ongoing. One general debate that by now rather seems to be a hindrance to
productive investigations is carried out between the so-called ‘narratologist’ and
‘ludologist’ positions. Without going too deep into this debate one can state that
much if not all of the controversy hinges on misunderstood or poorly expressed
definitions. The most simplified (and seemingly incompatible) arguments run
like that: Narratologists claim that video games are narratives; ludologists claim
that video games are not narratives. In order to see that both standpoints are not
mutually exclusive, one needs to specify what they actually relate to. When ludologists claim that video games are not narratives, they are giving a partial answer
to the question: what is the essence of a video game? Their answer to this is, correctly, that the essence of a video game, its differentia specifica, is not captured
by cataloguing them as just another form of narrative. Or, to put it another way:
what differentiates them from other narratives is not the fact that they are narratives. When, on the other hand, narratologists make the claim that video games
are narratives, they are (or they should be) talking about the properties that video
games have or contain. In this sense, video games are narratives because they
contain narratives (just like a picture might be a narrative because it contains one,
without losing its differentia specifica as a visual image).
Now, a strict ludologist perspective goes even further, claiming that the
element of narrative in a video game is not only not sufficient (saying that it is a
narrative does not sufficiently describe what it really is), but is also not necessary:
a video game can be a video game without containing any narrative. As Markku
14
Video Games and Narrative
Eskelinen polemically puts it: “If I throw a ball at you I don’t expect you to drop
it and wait until it starts telling stories.” This means that the narratologist claim
has to be further qualified: some video games contain narratives. The legitimization for the narratological perspective lies in the statistic relevance of the ‘some’.
Because an empirical overview of the existing video games, and even more when
considering the trends of video game development, will clearly show that ‘some’
means ‘most’. Narrative elements are almost as ubiquitous in video games as
visual elements (about which one could make the same claims of non-sufficiency
and necessity), and their importance and complexity increases steadily, which
has led Marie-Laure Ryan by way of compromise to talk about an “elective affinity
(rather than necessary union) between computer games and narrative” (Avatars
of Story 183).
And, it shall be claimed here, this elective affinity is to be explained not only
as a statistically significant, yet at its core arbitrary fact; more importantly, it is
based on an underlying, structural affinity: the fact that fiction itself works like
a game and that games, by being about something that is not identical to reality,
work like fiction. The common denominator between fiction and games are – surprisingly enough – rules. They are not what distinguishes ‘games’ from ‘narratives’; as suggestions to assume that something is the case, even though it is not,
they are the core of both games and fiction. Both fictional propositions and game
rules are suggestions to accept an ‘as if’ situation: in the case of fiction, fictional
existents are referred to as if they existed (as if their existence were the case), and
in the case of games, rules are followed as if they were necessary (as if it were the
case that they were true). In order to better understand their connection, the following chapter will examine closely the way that rules work within games, and
will look at what happens when players engage with rules and start to ascribe
meaning to them.
2.1.1 Gameplay and Game Mechanics: The Rules of the Game
The idea of gameplay is that a game can only be experienced as a game (in contrast to experiencing a game as a spectacle in which someone else is engaged in,
as in a soccer stadium) through an active participation. This participation is in
the form of actions that are chosen by the player. In order to qualify as a game,
the range of options given to the player as well as the in-game consequences of
the choices and actions must be prescribed by a set of rules that together form the
game mechanics. As Eggenfeld-Mielsen, Smith and Tosca have argued,
Gameplay and Narrative
15
[r]ules, arguably, are the most defining characteristic of games; they are the element shared
by everything we usually understand as a game, and are the element that sets games apart
from linear media such as novels or movies. (99)
The qualification noticeable in the ‘usually’ most likely refers to those forms of
play that are not structured by any rules, but completely spontaneous and freeform expressions. Roger Caillois has called this paidea in opposition to the rulebased ludus games (11–36). When one includes pure paidea (rare enough since
humans have a natural tendency to ‘spice up’ paidea through the introduction of
rules) into the category of games, games do indeed become most likely impossible to define.¹⁷ The following will be concerned with what happens when players
engage rule structures, but the progressive semanticization that will be described
is equally common or important for paidea play. Though its origin might be a
spontaneous and completely abstract impulse of expression, players will soon
enough start to invest their actions and the consequence of their actions with
meaning.¹⁸
Indeed, most games can be defined as rule systems, but within those
systems, different rules have different functions and work in different ways. The
main difference that will be dealt with later in more detail (see chapters 2.1.2 and
2.6.1) is that between rules that describe existents in the gameworld and those
that describe values that hold in the gameworld.¹⁹ Among the existents are, for
example, the size and form of the chess board, the number and initial position of
the pieces, the movements possible to the different pieces, the fact that one piece
can eliminate another by moving to the same place etc. Values that apply to the
gameworld are the rule that it is desirable to eliminate the opponent’s king, or
that it is desirable to win. Since these rules are tied to semanticization in their
own particular way, which will be described in chapter 6, the following will concentrate on the first category of rules.
This first type can be further understood both as enabling gameplay options
or restricting them, depending on whether one compares the mechanics of the
storyworld to a blank slate on which something is added to by the designers, or to
17 Wittgenstein famously made that claim in his Philosophical Investigations: “For if you look at
[games], you won’t see something that is common to all, but similarities, affinities, and a whole
series of them at that.” (36–37) Wittgenstein used this example to explain his concept of “family
likeness”.
18 One might think of the prototypical sandbox, an abstract medium of paidea play that nevertheless often enough leads to the creation of something that is then referred to as a ‘castle’.
19 In a very similar sense, Michaël Samyn differentiates between “rules that support the simulation” and “rules that make up the game”, which include challenges, goals or rewards (Video
Games as Media).
16
Video Games and Narrative
the real world in which the laws of physics are the only restrictions that are ‘hardwired’ into the system.²⁰ The fundamental function of the first type of rules in any
game is to define the range of options that a player has in a given situation. When
one is looking at the game world as a blank slate, rules tell the player about the
things that she can do as well as those she can’t. They contain the set of options
available to the player, from which the game complexity can be calculated. At
the same time that rules define the range of possible options that a player has
at a given moment, they also define all those options that are impossible. This
is sometimes done implicitly – in the sense that ‘everything that is not directly
allowed is forbidden’ – and sometimes explicitly – ‘you are not allowed to choose
option x at this moment’.
Especially when looking at games that can be understood as simulations of
real-life situations (as most video games today are) and that can be compared to
the situations they are simulating, one can see differences between the rules of a
game and the laws of physics that can appear as a set of ‘rules of life’. Life itself
is of course not bound by rules (though rules can be developed out of specific
causes) but its options are firmly bound by the laws of physics. These laws are
necessary and nonnegotiable. There is no absolute cosmic rule about where a
person is allowed to go, but gravity will make it impossible for the person to walk
upwards through air. By contrast, all game rules are additional rules that are not
necessary. There is no binding reason to forbid upward mobility in a game that is
not based on physical space and objects (as is a real-life game of soccer). But many
video games, though in theory completely abstract, voluntarily define themselves
as simulations of (aspects of) the real world and therefore enter into a voluntary
obligation of verisimilitude. This is a kind of contract between the game and the
player – ‘Let’s assume that this gameworld bears a relatively high level of similarity to the physical world that you as player know as your own’ – a contract that
is strikingly similar to the one that all realist fiction makes between itself and the
reader. Just like realist fiction, ‘realist games’ bind themselves in respect to what
they can and cannot state about their world (both readers and players will feel
either cheated by a person suddenly and inexplicably flying or will change the
realist to a fantastic paradigm and assume ‘a different kind of game’). The gain,
for both game and fiction, is an economy in the stating of existents, by keeping to
what Ryan has termed the “principle of minimal departure” (Possible Worlds 51).
No realist fiction needs to state things like ‘people can’t fly or walk through solid
20 While Salen and Zimmerman regard rules as merely limiting (“The chief way that rules operate is to limit the activities of the player” (122)), Jesper Juul sees in them both “limitations and
affordances” (58). These two functions correspond to the distinction between is- and ought-rules
proposed here.
Gameplay and Narrative
17
objects’ because that is already implicit in assuming the realist paradigm. In the
same sense, realist games do not need to state these rules, as they will be equally
assumed by the player. This is why one can pick up a large number of games and
immediately play them without consulting a rule manual beforehand, because
one starts the game with a ready set of implicit expectations (‘If I am playing a
human I should be able to move in all four directions but will not be able to fly’
etc.). These expectations will then be constantly modified (‘Oh look, in this game
I am able to fly, how cool is that!’)
Fiction and games are also similar in that the level of commitment to the
realist paradigm is never absolute, but always negotiable. No realism is absolute
because then it would become the object it describes or simulates. If something
in a game looks like a door, the player might well expect that she can also enter
through this door, though the game rules might state that this is not an option
(either because the door does not have any functionality at all but is merely an
image of a door, or because the player has not yet met the preconditions for the
door to be functional, such as obtaining a key or the ability to pick a lock). Thus,
though we usually do not expect them to do so, people might end up flying in
stories or games, and this break of contract might turn out to be their selling
point. In video games, the laws of physics can be ignored, and their modification
be even turned into a central gameplay element, as in Inversion.²¹
A further distinction can be made between the way that rules ‘work’ in games
and the real world. All human action is guided by rules, sometimes explicit ones,
sometimes unspoken ones, but apart from the ‘rules’ that are the laws of physics,
they are all theoretically breakable. Even most non-computerized games are
widely unable to completely enforce their internal rules: it is physically possible
to move a chess piece in a way that is contrary to the rules (though by doing that I
destroy the game and create a new one, with an additional rule). Video games are
unique in that they create worlds in which the rules are nigh unbreakable²² even
though they are completely voluntaristic. This means that, compared to ‘life’,
rules function as absolute confinements of options and choices.²³
21 Cf. TeamHollywood.
22 Exceptions can be found primarily in some variants of cheating, or the use of programming
oversights (so-called ‘glitches’), which can sometimes lead to emergent gameplay.
23 They are absolute, but not necessarily unbending or inflexible. There are game systems that
allow for a dynamic modification of the rules in order to accommodate other concerns, which
might be social (Hughes 93–119) or narrative. By now, the majority of such ‘game systems’ is
human, such as the gamemaster of a pen-and-paper role-playing game, but video games, too,
like Left 4 Dead are experimenting with dynamic rule structures.
18
Video Games and Narrative
2.1.2 Semanticization and Fictionalization: Towards Gameworlds
Since they are multimedia agglomerates of diverse elements, incorporating text,
interaction, movies, sound and sometimes even tactile experiences (vibrating controllers, motion controls), it is obvious that video games can very easily
contain narratives, but, as has often been argued, these narratives might be completely unconnected to those elements that constitute the game as game. This
chapter wants to argue for a more integrative view that takes into account the
way that players cognitively process their experience of playing a game. The
guiding hypothesis is that players constantly increase or decrease the semantics
they associate with the structures they encounter, that they ascribe additional
meaning to them (creating what we might call a semantic surplus), or chose to
ignore potential meaning attached to them. It is this process that leads to the
potential experience of a game system as gameworld, as a fictional world with its
own self-contained meaning and rules.
At the beginning of the play experience stands a process of both de-semanticization and re-semanticization. Starting a game, players choose to ignore all of
the world knowledge about themselves, other players, or the game system that
they encounter, insofar as it is not part of playing the game. This is what it means
to step into the magic circle.²⁴ Within the game, two children’s backpacks can
lose their function of enabling the carrying around of things, cease to be regarded
as backpacks, because their new function is to denote a certain space that, when
crossed by a specific object, effectuates a change in the game state. Or, in other
words, the backpacks have become a makeshift goal. But this means that these
objects, in the perception of the game (a perception that can be shared by actual
players and spectators) have not only ceased to be something which they ‘really’
are (their meaning as it is commonly accepted in the actual world), but have
become something which they really are not. Within the game, everything that
is not part of the game has no meaning, but the things that are in the game can
have a meaning that is nowhere but in the game. Thus, players understand and
accept game rules in a way that is analogous to the way that readers of fiction
understand and accept fictional propositions.
Many games can be played successfully in a purely abstract way, that is, by
taking into account nothing but the rule structure as a self-contained system
referring to nothing outside of itself. But one thing that almost inevitably happens
24 “All play moves and has its being within a playground marked of beforehand either materially or ideally, deliberately or as a matter of course. […] The arena, the card-table, the magic
circle, the temple, the stage, the screen, the tennis court, the court of justice etc. are all in form
and function play-grounds” (Huizinga 10).
Gameplay and Narrative
19
when human beings play games is that they will start to invest the elements of the
game and its structure – and consequently their own actions and decisions – with
meaning that is not reducible to gameplay functions. They are starting to create
a frame of reference for the game that is distinct from their own world yet whose
understanding is modelled on our own world. In other words, players mentally
start to create an imagined world within which the game’s actions happen. The
physical movement of a chess piece on a board is happening in the actual world
of the player, but the meaning of that move – for example, the fact that, although
physically possible, no two pieces can remain on the same field at the same time –
is happening in the world of the game, in which this rule is a fixed property.
So already the creation of rules (or necessities) not identical to the rules/
necessities that are properties of our own world sets the imaginary world created
by and for the game apart in the same way that a fictional world is set apart by its
fictional existents. Note that this does not mean that the imaginary world necessarily is a fictional world, only that they are created in a similar way by a mind
that distinguishes a (possible) world from the actual world through the recognition that in this world something is true that is not true in the actual world. In the
case of games this is the validity of a game rule, in the case of fiction it is anything
that exists there but not in the actual world.
But the similarity between making sense of a game system and its rules and
making sense of a fictional proposition highlights how easy it is to move on from
one to the other. Players who commit to a game need to imagine it as a world,
and it is much easier to do that by semanticizing its abstract properties (rules).
One might just think about the fact that the pieces in a chess game are usually
not referred to by their mathematical properties or any other abstract term, but
by terms with distinct meaning such as ‘pawn’, ‘knight’ or ‘king’. It is easier to
use these semantic terms than to refer to the pieces merely by their position on
the board,²⁵ so it fulfils an additional cognitive function – but at the same time it
opens the game for further investments with meaning that are not strictly necessary.
There are almost no games in which there is not at least an element of fictionality in this sense of taking one thing to mean another, a kind of Setzung, or positing, saying ‘this be now a king’. Even in very abstract games like chess, calling
a piece ‘king’ posits a world in which a king exists (or rather, two kings that
are competing in a war of dominance). As this (specific) world does not exist in
reality, it must be imaginary. This is why the fact that the king’s chess piece might
25 Advanced players might do this, and even get rid of the whole presentational level of the
game (the physical board and pieces) and play ‘in their heads’, but this is generally seen as a
proof of their superior cognitive power.
20
Video Games and Narrative
be represented by totally different physical objects is not a refutation of games’
fictional nature as Goffman has claimed (19). On the contrary, this highlights the
fact that all the different physical tools are merely used to mediate information
about the existence of a number of entities in a self-contained world that is different from reality and that cannot be understood by humans other than through
the help of the ‘fiction mechanic’, through the agreement of ‘let’s just assume, for
the sake of the game, that x is the case (even though, as we all know, it is not)’.
It should be clear that this progressive investment with meaning is nothing
that is necessary to the playing of a game, or rather, of most games. It is unimportant to successful gameplay whether we refer to the chess piece as ‘the king’ or ‘the
piece that is allowed to move for one field in each direction’.²⁶ It is unimportant,
and yet it constantly happens when we play, and it happens with no games more
thoroughly than with video games. Video games are the epitome of this tendency
to invest the activity of playing with a fictional frame of reference, to imagine our
decisions within a rule-bound system as narratively relevant events in a fictional
world and to understand the performance of a game as the gradual development
of a narrative story. Video games are the triumph of fiction in gaming, or as Jesper
Juul has put it, “the emphasis on fictional worlds may be the strongest innovation
of the video game.” (162)
As existing games show, the merging of a game’s rule system and its presentation as a representation of something that cannot be reduced to the rule system
(its semantic surplus) can be anything from tenuous to inextricable. On the one
side, there is no gameplay disadvantage whatsoever for completely ignoring the
little semantic surplus that chess offers its players. On the other hand one might
look at a game like L.A. Noire. Structurally, this is not much more than a classic
point-and-click adventure game using the detective genre. The player searches
crime scenes for clues, and has conversations with suspects and witnesses. The
underlying structure is relatively simple, but because of the way that the game is
presented, the player’s engagement with it will make use of her full range of cognitive capacities. Players are listening to statements that are spoken by trained
actors, and even the facial animation of the non-player characters in interrogations is modelled on real-life acting through special motion-capture techniques,
26 Michaël Samyn points out both the lack of necessity and the ease of rule-semanticiziation:
“Narrative is not an essential element of games. But it is often easy to add a narrative layer to a
game, as it develops during play – even to a board game or card game. Because games involve
relationships between elements, and it’s very human to pretend that these elements are characters in a story. So games can easily be told as stories, stories of conflict. But at their core, games
don’t need stories. They are systems, sets of mathematical equations, logical constructions that
the player can combine and play with.” (Contradiction of Linearity).
Gameplay and Narrative
21
and so players have to judge these social interactions in ways similar to real-life
ones. They have to evaluate voices and facial features together with the stories
they get told, and make (gameplay) decisions based on their evaluations. Arguably, a player without game design information (as in a walkthrough or strategy
guide) will not be able to successfully play this game while ignoring its semantic
surplus. Though from a game design perspective, we can still easily tell apart the
gameplay structure (‘in the first encounter, the first option will lead to state a and
the second to state b’) from its semantic presentation (‘the first case is about a
murder’), L.A. Noire is simply unplayable as only a game. Ignoring its semantic
meaning also voids it of its gameplay meaning. It is not a fiction and a game, it is
a fiction as a game.²⁷
Rules are constrictions on the player’s range of options. They say what is possible or impossible in a game world (‘pawns can move one or two squares, but not
three’), and sometimes valorise options or outcomes (‘scoring a goal is better than
not scoring, because the team with most goals wins, and winning is good’). All
rules are by their nature arbitrary, they are wilfully created by the game designer
and there is often no necessary reason why they could not be different. Many
rules can be easily understood as having a positive influence on the enjoyment
of the general gameplay – if all the pawns could move like the queen, it would
make for a chaotic and less compelling game. Thus, there would be no need to
explain them any further, and yet there is a general tendency to semanticize the
rules along with the game world, to legitimise them in a way that turns them into
narrative. In this sense, the pawn is just a pawn, and the queen a queen, and the
most important piece is a king. The game would be perfectly playable without
these names, and yet they do exist and contribute to the attitude with which we
play and enjoy these games.
One might object that the rules of a game are highly arbitrary and need no
further justification outside of their functionality for gameplay, while, on the
other hand, fictional existents in their form, distribution, and connection strive
towards probability according to the model of reality to which they refer to. In
other words: fiction is realistic, games mean taking a break from reality. But this
seems to misrepresent both games and fiction. Fiction is far from being as ‘realistic’ as it is sometimes made out to be, and the examples of disruptions of vraisemblance for the sake of functionality (what is routinely called ‘literary convention’)
are legion. And gameplay, though often an extreme abstraction of real-life situations, and generally supposed to happen within a space that is outside of real-life
significance, is nevertheless still routinely modelled on our experience of reality.
27 The main reason why games like L.A. Noire can do this is video games’ unique ability to withhold gameplay information from its players, which will be discussed later.
22
Video Games and Narrative
That being said, it is indeed the case that both games and fiction are constantly negotiating the power relation between functional obligations and realist
recognition, and that this struggle can result in incoherencies. Though storyworlds in video games are almost all modelled on reality, and in their visual
display often strive for realism, one should not expect them to be realistic in
the sense of always having (or even striving for) internal consistency. One of the
reasons for this is that they still mainly function as an embellishment for the rules
of gameplay. Jesper Juul has stated this very strongly:
Most video games create fictional worlds, but games do this in their own special tentative
and flickering way: the hero dies and is respawned moments later; the strategy game lets
players ‘build’ new people in a few seconds; the player dies and loads a save game in order
to continue just before he or she died; in-game characters talk about the game controllers
that the player is using. These things mean that the fictional worlds of many games are
contradictory and incoherent, but the player may not experience this as such since the
rules of the game can provide a sense of direction even when the fictional world has little
credibility. In fact, the player’s experience of the game fiction appears not to require much
consistency – the world of a game is something that the player can often choose to imagine
at will. (9)
Juul later even expands on this: “In addition to incomplete worlds, some games,
and many video games, present game worlds that are incoherent worlds, where
the game contradicts itself or prevents the player from imagining a complete
fictional world.” (123) According to Juul, the major way to cope with incoherent
worlds is by referring to the rules, because “when we find it too hard to imagine a
video game fiction, we can resort to explaining the events in the game by appealing to the rules.” (130) The existence of incoherent worlds seems to underscore
the opinion that the rules and the fiction of a video game are only very loosely
tied together and generally independent of each other: something can either be
explained by the fiction, or by the rules.
But there are two aspects that make such a conclusion much less compelling.
Firstly, realism in the sense of binding fictional presentation to the probabilities
of reality has only rarely even been attempted throughout the history of fictional
narrative, and never achieved. Instead, narrative fiction is a game of its own that
comes with its own set of functional rules, usually called literary conventions.
The fact that characters in drama speak their thoughts out loud or even directly
address an audience they should be unaware of violates all rules of probability,
just like the fact that a first-person narrator can recall long conversations verbatim many decades after they have happened. And these are examples from genres
generally considered as ‘realist’. Recipients of fiction have always had to rationalise the unnatural and incoherent elements in the narratives they have been pre-
Gameplay and Narrative
23
sented with, and they have always done that with a reference to the functional
necessity and benefit of the disruption (‘Good that he’s thinking aloud, otherwise
I would not know his thoughts, never mind that people do not do this normally’).
Still, it has to be allowed that verisimilitude tends towards gaining in importance as genres evolve: plays have found ways to legitimise the uttering of
thoughts and first-person narratives have acknowledged the existence of forgetting, or of unreliable personal narration. But this very same tendency can also
be detected in video game production. Here as well, world-building games do
strive for an alignment of storyworld and rules. In games that are story-centred
and interested in creating an immersive narrative experience, there is a strong
tendency for diegetic legitimization of gameplay rules as well as an adjustment
of the rules to the coherence of the storyworld. One might even take the level of
integration of rules and fiction as an evaluative criterion for a sub-group of games
that attempts to achieve this integration.²⁸
Again, no other type of game has gone farther in this than video games. Since
most video games render their game worlds and their existents as highly narrativised fictional story worlds, there is a strong effort to narrativise their rules
as well, especially those that are ‘unrealistic’, such as the rebirth of a character, or its special abilities. These rules are first of all important for creating the
game’s specific gameplay experience (not frustrating the player by ending the
game with the player character’s death, allowing new and interesting options for
dealing with challenges) and are in no necessary way connected to ‘realism’, and
yet they are increasingly naturalised so that they can be experienced as part of a
coherent storyworld. Obviously, though they are realistic in the sense that existents are attempted to be explained through analogies to reality, such storyworlds
rarely are ‘naturalistic’ in the sense that they adhere to reasonable probabilities.
The overwhelming majority rather falls into the ‘fantastical’ category, employing ideas like magic resurrection, genetic enhancement or reconstruction. Still,
there is a difference between explaining rules exclusively in terms of gameplay
(‘The player has several lives so that she can attempt a challenge again without
having to start the game from the beginning’) and explaining them in terms of
the storyworld (‘A Scientist called Dr. Yi Suchong has invented something called
‘Vita-Chamber’ that can resurrect people who have died of unnatural causes’²⁹).
One type of confinement rules that is obviously derived from a semantic perspective on the gameworld and at the same time blatantly disrupts such a perspective are what could be called ‘ethical confinements’. The most common example
28 Reviewers and consumers are becoming increasingly aware of this, as the criticism of the
‘boss battles’ in Deus Ex: Human Revolution has shown. For examples, cf. Silver and VanOrd.
29 This example is from the game BioShock. Cf. “Vita-Chamber”.
24
Video Games and Narrative
of this is the differentiation of many video games between non-player characters
that can, and those that cannot be killed by the player character. Looking at the
shooter XIII, where the player is supposedly a cold-blooded assassin, but where
the game punishes the player for shooting a policeman with a ‘game over’, Miguel
Sicart has described such rules as unethical game design when they clash with its
fiction (37). Fallout 3, on the other hand, is much less restrictive than other games
about what non-player character can be killed by the player, turning this into an
ethical choice instead of a forced restriction.³⁰ But even this game has its limits:
children simply cannot be killed in the game, and there is no explanation of this
fact in terms of the storyworld.
L.A. Noire tries to integrate a similar rule somewhat better into the gameworld. Since the player character is a police officer, he is always armed, which
should theoretically enable the player to send him on a killing spree (as previous games by the same publisher like the Grand Theft Auto series had made possible and popular), though that would be way out of character. Thus the game is
strongly restrictive in that the player character is only able to draw his weapon
when he is himself attacked. When chasing a suspect, the player character can
draw his weapon, but only fire a warning shot. Shooting directly at the suspect
will automatically fail the mission. This changes as soon as the player character
is attacked by the suspect. Though clearly restrictive, the game aligns its restrictions with standard police procedure, communicating to the player that the rules
are coherent with the game’s fiction.
Like all other media, video games constantly provide their users with information, always presenting the current game state. When the player does something, the game represents that action and presents its consequences through a
depiction of changes in the game state. Again, this information can be restricted
purely to the most abstract aspects of the game’s rule system (one might think of
a chess game rendered in verbal form), no additional information (e.g. on the way
that the chess pieces look) is necessary. And yet, as we have seen, such additional
information is more than common, not least because it makes playing games so
much easier cognitively. After all, though not necessary, most games of chess are
played with a chess board visible in front of the players.
Video games have been successful mainly for two reasons that are determined by their medial form: firstly, since they are dynamic, they can employ
highly complex rule systems beyond anything encountered in previous games.
30 The player character has the ability to kill and rob every character she is able to, and it is
paradoxically the very fact that she can take whatever the murdered person had on him (therefore ‘rewarding’ the player for her deeds) that highlights her responsibility for this action as it is
wholly on the side of the player.
Gameplay and Narrative
25
And secondly, since they incorporate most previous forms of visual media (text,
audio, film), they are more efficient at infusing their gameplay information with
an excess of additional information that is concerned with the concrete shape
that the gameworld takes. They play well, and they look good.
In fact, as will be discussed in more detail later, because of their combined
ability of presenting recognizable ‘realistic’ gameworlds and of enforcing game
rules, video games are exceptionally able to withhold at least some gameplay
information. Of course, no game can function without giving some minimal information about not only their existents, but also their rules and goals. Gameplay
information is necessary. It is marked by a self-reflexive willingness to acknowledge the game’s status as game, by directly addressing the player (‘It is your turn
now’) and by directly referring to the rules (‘It is your turn now.’). One can classify
information given by a video game depending on whether it relates to the diegesis or the rule system. The information that surrounds a player choice can both
distance the player from the semantic level of the game, reminding her that she
is after all just playing a game, not experiencing something that is modelled on
properties of the real world, and it can create that semantic level in the first place.
This is largely dependent on whether the player is provided with game design
information or with gameworld information. Distinguishing further between the
primary media employed (text or visual elements), one can describe four basic
types of information that are provided by a video game: textual and visual commentary (game design information) and narrative text and visual presentation
(gameworld information).
Textual commentary contains all textual elements that reflect on the way that
a game is being played and that directly provide information about the game’s
rules. These are often commands directed at the player instead of the player
character and refer to the game as game, for example to the real-life interface the
player is using (‘Press x rapidly’). But it can also be information about the game’s
state (again: as game), for example the (numerical) value indicating the amount
of damage that an attack has just caused. Such a number is not part of the storyworld (though its relative value might be).
Narrative text, by contrast, contains all textual elements (written or spoken)
that contribute to creating the storyworld. They can be in the voice of a narrator
(mediated narrative text) or in a voice that is itself part of the storyworld (immediate narrative text).³¹ Narrative text can be a prologue that is presented or spoken
before the beginning of actual gameplay, or an overheard conversation by two
non-player characters. The distinguishing feature of narrative text is that it only
31 This difference, existent in all narrative texts, is perceived as more distinct due to video
games’ dominant visual mode of presentation.
26
Video Games and Narrative
refers to properties of the storyworld, and does not acknowledge that this storyworld is part of a game. Thus, for example, it is only the player character that is
directly addressed, and not the player.
In addition to this, many games also provide a visual presentation of material
space in a video game. It presents material space as something that really exists
as part of a storyworld, and is therefore part of the diegesis. All passive visual narrative elements such as cut scenes fall purely under this category, as well as all
actively nodal presentation that does not contain visual commentary.
Visual commentary, on the other hand, is the visual representation of gameplay
aspects. Things represented on this level are not existents of the storyworld, but
ideas, concepts, or abstractions that directly relate to aspects of the game’s design.
Among visual commentaries are most representational spaces such as abstract
maps (when they do not exist in the storyworld)³² or representations of player progress, or (non-diegetic) menus.³³ But they can also appear within presentations of
material space, for example, as the quest prompts that are often visible above the
heads of non-player characters. In many games, non-player characters that can be
interacted with are marked by a special symbol that is floating above their heads, a
symbol that is visible to the player but that is not part of the storyworld, and should
therefore not be visible to the player character or non-player characters – no figure
in the storyworld would comment on it.³⁴ Even more integrated are other visual
modes of representation that distinguish certain elements in material space that
can be interacted with from their surroundings. These will sometimes have a specific glow or will visibly flash from time to time, so that the player can, for example,
distinguish between doors that can be opened and doors that can’t.³⁵
While it is theoretically possible to distinguish between the different types
of information described here on the textual, visual, and auditory level, a look at
the actual practice of game design will show that they are constantly being mixed
together. Narrative text, textual commentary, visual presentation and visual com-
32 In the CRPG Risen, for example, the player will only be able to access a map after the player
character has found one within the gameworld.
33 The game Fable III attempts to completely integrate the gameplay menu’s functions (such as
equipping clothing or weapons, but also adjusting game settings) into the game’s storyworld
by giving it its own, diegetically explained, material space. Thus, the player character actually
walks through his menu in this game.
34 With the possible exception of parodist games like Bard’s Tale or DeathSpank that include
metalepses.
35 A relatively new type of gameplay information relies completely on (non-verbal) sound that is
not part of the diegesis. Thus, in the Fallout games, the musical score will automatically change
as soon as the player enters or leaves a spatial zone of danger. In L.A. Noire, when investigating
a crime scene, a certain score will play that automatically stops once all clues have been found.
Gameplay and Narrative
27
mentary can all be present simultaneously for the player to perceive. And the integration goes even further, because both narrative text and visual presentation are
capable of providing game design information without acknowledging it. That
is, a video game can not only embellish an existing rule that the player already
knows with additional information that integrates it into a fictional storyworld, it
can also communicate this rule as though it were merely a part of the storyworld.
This impression is necessarily an illusion, but for the player who ‘plays’ both the
game and its fiction, the two become indistinguishable. When encountering a
dragon (or rather: a part of the game system that ‘looks like a dragon’), the player
will assume that she faces an opponent that is more dangerous than if she were
to encounter what looks like a tiny bunny, an assumption that is purely based on
the presentational level.
While the fictionality of the diegetic level calls for the player’s willing suspension of disbelieve (which is not the same as believing the fiction to be true),
the actively nodal nature of a game calls for a similar mental activity, in which
the player knows about the game’s rules, but acts as if they were not game rules,
as if she were not playing. A game is a game because it has no consequences in
real life, the valorisation of consequences works only within the game. Thus, a
player who is constantly remaining aware that she is merely playing a game is not
playing the game for any intrinsic reasons (because there is no reason to play a
game), she is not playing the game, but doing something else while performing
the actions of playing a game, for example humouring a child who wanted to
play, passing time with a senseless activity, or analyzing the structure of a game.
In the same way, a reader of a fiction who mentally comments every sentence
with ‘This is not true’ is not properly engaging with the fiction as fiction, though
she might read every word of it.
Thus, playing games and reading fiction are both activities that involve the
temporal and partial neglect of knowledge in order to function. The effect of this
neglect can in both cases be described as one of immersion. In the case of narrative, immersion means holding something to be true even though one knows that
it is not, and in the case of gameplay, immersion means accepting that something
has value even though it does not (for example moving a leather ball across a
specified line). With this in mind it becomes obvious that, far from being detrimental to each other, or each other’s immersion, gameplay and narrative can
be mutually enhancing. When presented and explained as part of a storyworld,
gameplay information can be naturalised much easier by the player, lessening
the effort to become involved in the game as game, and the level of commitment
to and involvement in the game can heighten the interest in the storyworld.
The storyworld of a video game is the fictional world in which the structure
of the game and its rules as well as the actions of the player within it are given
28
Video Games and Narrative
meaning. It is the product of the player’s semanticization of the rules and existents of the game system. As Jesper Juul and others have argued, it is helpful,
especially when looking at video games, to distinguish between narrative and
storyworld.
We should point out that it is easy to confuse fictional worlds with narratives. This is
because one of the ways we understand a narrative is by filling in the gaps: we postulate
connections between events, we interpret the motives of characters, and so forth. In other
words, we project an imaginary world. In the same confusing way, when video game designers talk about narrative, they usually refer to the introduction of elements that prompt the
player into imagining fictional worlds[.] (Egenfeldt-Nielsen, Smith, and Tosca 174)
According to Marie-Laure Ryan, we can understand a ‘fictional world’ as a ‘fictional recentering’, i.e. as the centre of a system of reality as we read.³⁶ To impose
our own world would therefore lead to a misreading. Also, the concept of storyworld helps to point out that there are narratively relevant elements to a narrative/text/artefact that are not rendered in the form of a sequence narrative, but
that are, for example, organised in an encyclopaedic form (as in Milorad Pavic’s
novel Dictionary of the Khazars, or in the embedded narratives to be found in the
games Dragon Age or Skyrim).
The storyworld consists of four different aspects that are related to time in
relation to the narrative moment (the moment at which events take place, not the
moment of narration):
– the back story
– the world state
– the events
– foreshadowing
Storyworlds are expanses of time as well as of space: the information given about
them contains spatial properties as well as a time span, and just as the whole
space can be said to exist when looking at the storyworld as an aggregate of all
its constituent texts, so does the whole of the time span. And yet while perceiving
the constituent texts, there is usually the impression of a present moment, the
moment at which events happen. Every narrative text that constitutes the storyworld contains such (shifting) present moments. Additionally, among the different presents, one will usually be privileged as the dominant narrative present,
the ‘narrative proper’ in relation to which other events are perceived as ‘past’ or
‘future’.
36 See Ryan Possible Worlds, Artificial Intelligence, and Narrative Theory.
Gameplay and Narrative
29
A storyworld in a video game is a mental construct made by the player that
is triggered by a number of forms the player encounters during, but often also
before and after gameplay. These elements are presented through a whole range
of different media and narrative strategies.
– straight (passive) narrative such as expositions or cut scenes within gameplay, but also trailers, movie tie-ins, comics or supplementary novels outside
of gameplay
– all forms of spatial narrative such as visual clues, evocative spaces etc.
– embedded narratives such as audio logs, diary entries, or encyclopaedic
information
– dialogue with non-player characters
– the interactions of the protagonist with the game world
A storyworld, when it has been constructed, is positioned purely on the diegetic
level – it is everything one can know about the existents and events that are the
diegesis. As a mental construct, the storyworld is to an extent independent of
narration (the act of narrating), in the sense that many changes in the narration
would not bring about a change in the storyworld, for example a change in narrative chronology.
So far, we have been talking about storyworlds as they exist equally in
novels, films, or games. But, as we have seen, video games are obviously more
than the fictions they can create; they are primarily games, inducing the player
to create a mental image of the game’s state at any given point during the gameplay. This ‘game state’ consists of all information about the game system, such
as the position of the pieces on the chess board, whose turn it is, or the score of
a soccer or video game. As the game progresses (meaning that the game state
changes) the player needs to record these changes that were introduced by her
actions and the game system’s reactions. Like a storyworld, the game state as
mental image is therefore also something that expands through and changes
in time. But in contrast to, for example, a novel’s storyworld, the progression
of game states is not a fixed property, but rather a range of possibilities that is
dependent on the player’s agency. Every time I read a novel, the changes that
occur in the storyworld will be the same, but two runs of a game should allow for
at least two different outcomes.
The player simultaneously and continuously constructs mental images of
both the game state and (to the extent that it is existent) the game’s storyworld,
sometimes neatly dividing them (‘There was a fight which I won by spamming
the circle button, and then there was a cut scene in which my character killed the
monster’), sometimes rather perceiving them as a unity (‘Because I learned the
shout ‘dragonfall’ I could fight the dragon Alduin who, before that, was invin-
30
Video Games and Narrative
cible’). The use of the term gameworld is therefore meant as a reminder of this
double nature of the mental world that a player constructs while playing a game
as both an idea of the gamestate and its fictional world. A gameworld is the state
of the game system and the storyworld throughout a specific run of that game as
perceived by the player. One major difference to other fictional worlds is that one
game system can lead to the creation of multiple gameworlds that can differ in
their existents, whereas other fictional worlds, even when cognitively recreated
by different recipients, can only differ in the evaluation of the existents, that is,
their significance, the inferences that can be drawn from them, the things that
they presuppose or that they can be expected to effect and so on.
The gameworld is something that is created between the game designer and
the player, it is part perceived (the existents and events that are presented as a
given by the designer) and part performed (the narrative that the player forms in
her mind to express her individual performance of the game, including decisions
made). Storyworlds are of major importance to video games and their cultural
impact, but that doesn’t mean that they are identical to the storyworlds of prose
fiction or motion pictures. Nor can they be evaluated according to the same criteria. Because in video games, storyworlds can be interacted with – to a degree, the
player has an influence on these storyworlds that far surpasses the usual activity
of imagining it and filling occasional gaps (‘Leerstellen’). Whereas filling gaps in
conventional narratives is an activity of deduction and/or projection, in actively
nodal narratives it is much more an activity of deliberate choice and creation in
the sense that the player decides that one thing exists (the option chosen) and
another doesn’t (the option not chosen). This can be seen for example in the
German pen-and-paper role-playing game Lodland. The developers of this game
included several so-called ‘white spots’ in the official world map of the game.
Those are areas that will never be described within official publications, but can
be filled in by each individual gamemaster without creating incoherence with
the canonical game world.³⁷ Every fictional world also has blank spots, but they
cannot be filled with specifics without violating the integrity of the fictional world.
In a game that creates a fictional world and – because it is a game – grants some
degree of agency to the player, though, this world is unfinished by design and can
only be completed through the active involvement of the player. Sometimes, as in
the case of Lodland, or in games where players are allowed to choose a name for
their player character, the additions are not prescribed by the game’s designers,
sometimes there is a limited set of alternatives out of which one is actualised and
therefore becomes a fact for the storyworld.
37 Cf. Lodland.
Narrative Forms
31
2.2 Narrative Forms
Once it is established that, rather than games being narratives, they contain narratives through narrative forms, it is helpful to enumerate these forms and classify them according to their nature and mode of operation. The merest glance at
the contemporary state of video games will show that narrative is an almost ubiquitous and very visible presence. The times of text-based adventures have long
given way to highly elaborate and realistic visual displays, and video games today
are marketed just as films are, with trailers that pitch visuals and story. A closer
look will reveal that the storyworlds developed by and experienced through video
games are highly elaborate, complex, and deep – though not necessarily original.
2.2.1 Passive Forms
A large part of the presence of narrative in video games – and that part that is
most visible to an outside perspective, one that is looking at games instead of
through them – is constituted by forms that cannot be interacted with by the
player. These are mainly textual narratives (written and spoken, such as logbooks, letters or audiotapes) and cinematic narratives (called ‘cut scenes’).
While these are very effective in creating narrative, they often rather heighten
the divide between narrative and gameplay. A negative example for this is the
game Watchmen – The End is Nigh that alternates cinematic narratives (both
rendered in-game and in a graphic novel style) with a highly repetitive and interchangeable ‘beat-’em-up’ gameplay that, except for one occasion, has no effect
on the narrative at all.
All passive narrative forms are in themselves experienced as passive and
therefore identical to the media from which they are appropriated (film, text,
audio), but they can, and usually are, contextualised in an actively nodal way,
since they are forms in an actively nodal structure. So, for example, when passive
forms like textual narratives are embedded into the game-world, and need to be
actively found by the player in order to be experienced at all, they can heighten
the non-unilinearity of the game’s storytelling. Though these mini-narratives are
usually all part of the storyworld and its meta-narrative (e.g. personal stories of
in-game characters), the player can choose to read them whenever she wants,
and the order of their encountering is often not pre-determined.³⁸
38 Sometimes it is, as in the narrative that forms the background myth of Brütal Legend. Though
the player encounters parts of this story in different specified places in the game-world in an
order that he chooses himself, he will always find the parts in the right chronological order.
32
Video Games and Narrative
2.2.1.1 Exposition
Many video games that create and employ fictional worlds start with a narratively
conveyed exposition (often called an intro) before the actual gameplay starts. The
function of this is to introduce the player to the fictional world and its properties,
to provide information about the character that the player is going to play, and
to introduce the main objectives of the game, though not all of these elements
need to be present. Introducing such a passive narrative form before the player
is even allowed to take over the controls is a hard to ignore marker that the game
does indeed project a fictional world and that knowledge about this world will be
important for a full appreciation of the game.
Video game expositions can use different modes of presentation or media,
such as written or spoken text, graphic or cinematic narrative, though the tendency is definitely towards the latter. Games like Final Fantasy XIII or Metal Gear
Solid IV begin with long and elaborate cinematic sequences that are almost indistinguishable from real-life movies. This has become such a standard that there
are already parodies of the convention, such as the “Unskippable” segment on
the game magazine The Escapist, the name of which is already an allusion to the
passive nature of such forms.³⁹ Introductory sequences or texts can almost never
be skipped by the player. They are closely related to the cut scene, the main difference being that they are not interrupting but preceding gameplay, and that they
do not need to be a representation of material space.
2.2.1.2 Cut scenes
A cut scene, more generally, is a filmic sequence in a video game that unfolds
without the interaction of the player. Cut scenes are sometimes also referred to by
other terms such as cinematics or in-game movies. Cut scenes that are streamed
from a video file are sometimes also referred to as full motion video or FMV, but
this is a technique that is quickly becoming obsolete.
Usually, the player has no control whatsoever over the game while the cut
scene is playing. Some games, like Final Fantasy XIII, that rely heavily on long
cut scenes, allow the player at least to skip them. But other than that, cut scenes
are marked by the missing interaction. As such, they are not part of the gameplay,
but rather an interruption to it, though they can be contextualised as a sort of
‘reward’ for the player’s completion of a specific game objective. Besides, their
purpose is usually to provide narrative content presenting pre-scripted events,
characters in characteristic actions, dialogues, or giving background informa39 Cf. “Unskippable”. Interestingly, the producers of the series in a way reclaim agency for the
‘unskippable’ segments of video games by overdubbing them with an ironic audio commentary.
Narrative Forms
33
tion on the storyworld. The existence and prevalence of cut scenes, together
with their separation from gameplay is often taken as proof that narrative and
gameplay are completely distinct: “Of all the more cinematic digressions from
gameplay, however, the cut-scenes are probably the least interesting in formal
terms as game-fiction gives way to a form of ersatz movie-making in which the
player has minimal investment or involvement.” (Atkins 37) At least visually they
have recently strived for a better integration into the gameplay experience. Cut
scenes can either be animated or use live action footage. The distinction between
gameplay and cut scenes was especially pronounced in those games (mostly
earlier ones) that do not use the game engine to create the cinematic sequences,
but that create them in an independent way, leading to two distinctly different
visual styles. One of the earliest games to use filmed footage for cut scenes was
Wing Commander III in 1994. Utilizing the new medium of the CD-ROM, the game
included long scenes with known actors like Mark Hamill. But also computer
role-playing games (CRPGs) like Diablo employ recognizably different visual
styles for gameplay and cut-scenes. While the gameplay is presented in a fixed
isometric birds-eye perspective, the cut-scenes use cinematic techniques to the
best of contemporary hardware’s abilities. By contrast, more recent games have
started to minimise the visual differences between cut scenes and the visual representation of gameplay. In Dragon Age, not only are the cut-scenes rendered on
the same engine as the gameplay (making them visually similar or even identical), the player’s actions up to the point that lead to the cut scene might also
influence some visual aspects of the scene: as the characters are fully customizable in the clothing they are wearing, the cut scene will show them wearing
exactly those clothes that the player has selected. An even stronger integration of
the function of cut scenes into gameplay is the use of strongly scripted sequences
using event triggers in the way that Modern Warfare 2 does. Events and sometimes
dialogue still happens in a pre-scripted (and pre-rendered) way, but the gameplay
is not halted anymore. But, arguably, the last two examples already blur the line
between passive and actively nodal forms.
In narrative terms, cut scenes have the advantage that their narrative purpose
(conveying specific information) cannot be thwarted by the player’s tmesis,⁴⁰ her
freedom to chose what to perceive (also present in the freedom to skip pages
40 ‘Tmesis’ is a term that comes from linguistics, where it denotes the phenomenon of a single
word or phrase being separated into two parts, with other words being inserted between them.
The term was taken up by Roland Barthes to describe the activity of reading as one of free agency
that is not controlled by the text’s author. Thus, ‘tmesis’ designates the reader’s freedom to skip
parts of the text, or to read the text out of chronology, and thereby possibly ‘insert’ text into a
fixed sequence (cf. Barthes 10–11 and Aarseth, Cybertext 78).
34
Video Games and Narrative
in a book or to fast forward parts of a movie), which would necessarily include
the freedom to miss or ignore the depicted events. If an important event would
happen at a specific place in the gameworld and a specific diegetic time, chances
would be extremely high that the player misses it, if only by looking the other
way at the wrong moment. A cut-scene is therefore disconnected from play time
(its position within play time is not fixed, it does not always happen, say, half an
hour after starting to play), but when it is engaged, completely aligns play time
and diegetic time – it will take the player always exactly the same amount of time
to watch the cut scene.
2.2.1.3 Loading Screen
A rather odd but increasingly important form that can be used to transport narrative content are loading screens. A loading screen is what players of video games
get to see when the game needs to disrupt gameplay time in order to load data.
This can and often is perceived as merely disruptive of narrative immersion. But
loading screens are also often used to convey both gameplay information and
narratives to the player. CRPGs like Dragon Age use loading screens to give the
player narrative background on the storyworld, and the gameplay tips in the
loading screens of BioShock⁴¹ and Fallout 3⁴² are rendered as if they were part
of the storyworld. Sometimes, the loading screen is designed in such a way as
to completely disguise its nature by being intradiegetically legitimised and presented as part of the storyworld. Thus, games like Metroid Prime and Mass Effect
have ‘hidden’ loading screens disguised as elevator rides. In Modern Warfare
games 2, the loading screen is a cinematic sequence (cut scene) that provides a
‘briefing’ both for the player and the player character, in one case by depicting
the invasion of the US by Russian fighter jets.
2.2.2 Actively Nodal Forms
As has been shown, video games can easily incorporate narrative forms from
other, passive media, which is hardly surprising, since their modes of presentation are also borrowed from other media, mainly film and written text. But on top
of presenting themselves to the player in a certain medial way (for example as
moving images or readable text on a screen), they are also dynamic systems for
interaction, so that many of the presented forms with narrative content are also
41 Cf. “BioShock Loading Screen Quotes”.
42 Cf. “Fallout 3 Loading Screens”.
Narrative Forms
35
actively nodal, that is, their content and/or their presentation is related to the
player’s actions. The main forms under consideration here are quick time events,
dialogue trees, and event triggers.
2.2.2.1 Player Actions
Obviously, any kind of action that the player character is able to make within the
gameworld can be perceived by the player as a narratively relevant event. If the
player walks through the room, the activity of walking becomes an event in the
gameworld. The same is true for opening doors, shooting at enemies, or picking
herbs and flowers.⁴³ The difference to the forms described in the following is that
the latter are not as exclusively dependent on the player (the player makes something happen), but rather combine events happening independently of the player
(something is happening) with the player’s ability to actively participate in the event.
As such, they are able not only to convey more complex narrative information, but
also to introduce events and narrative information that is not originating from the
player. Player freedom in video games is always a negotiation between the player’s
input and the game’s input, and the same goes for the unfolding of a game’s narrative. In a cut scene, the player’s input (and ability for input) is zero, things happen
whether she wants them to or not. In the case of opening a door or picking a flower,
the player’s input is decisive, and the game becomes merely a reporting device: this
event can only happen if and when the player makes it happen. The game, given
that it has enabled the player to make the event happen (sometimes what looks
like a door is not meant to be opened, and not every herb can be gathered), can
only record the consequential change to the gamestate, by presenting the door as
opening, or by displaying the message ‘You have picked a flower’ and storing it in
the player character’s inventory. In the case of quick time events, dialogue trees,
or event triggers, the input is distributed between the player and the game system.
Things happen, but the specific form of the event is influenced by the player.
2.2.2.2 Quick Time Event
The actively nodal version of a cut scene is called a quick time event. Some of the
games that make different but integral use of quick time events are Heavy Rain,
God of War, or Shenmue. The game that popularised quick time events in video
43 CRPGs like Skyrim and adventure games encourage the player to collect items from the gameworld. In adventure games, items are often used to solve problems, by applying them to other
parts of the gameworld; in CRPGs, items can be combined to craft other items that the player
character can use or sell.
36
Video Games and Narrative
games was the 1980 arcade game Dragon’s Lair, one of the few games that almost
entirely consist of quick time events.
Quick time events are pre-rendered video sequences that can be interacted
with by the player. Compared to normal gameplay situations, there is a dramatically limited range of options, as well as a strict limitation on when options
become available. A passive video sequence will be shown to the player until a
node is reached, which is indicated by visual prompts telling the player that she
can now interact, usually by pressing a specific button. The nodal situation is
timed, that means it is available from the time the prompt appears on the screen
until a specified time when it disappears. In the case of a single input option (for
example ‘press x’), the options available to the player throughout the nodal situations are ‘press x’ and ‘do not press x’. At the end of the nodal situation, if the
player has not reacted, the choice of ‘do not press x’ will be actualised. Depending
on the choice made, a different visual continuation or a game over screen will be
shown, or the game will return to normal gameplay. This branching can be made
visible by a cinematic cut, or it can be made to appear seamless, as is often the
case in Heavy Rain.
The timed nodal situations of quick time events are often extremely short,
forcing the player to react as fast as possible, for example in a fight sequence.
In these cases, there is generally no deliberation involved in whether the offered
option is desirable, as the player will always assume that it is.
One could distinguish two main structures of quick time events that could
be called teleological and branching. In the teleological form, a fixed sequence
of events unfolds, and the task of the player is to make sure that the sequence
continues uninterrupted. An interruption usually means the end of the sequence
and is not an accepted option. An example for this is the boss battle in Resident
Evil 4: a single wrong prompt will get the player killed, which leads to a game over
situation. Since all game over situations are identical and none provides any satisfactory narrative closure,⁴⁴ they cannot be regarded as valid branching options.
There is really only one true course of events that either happens or does not
happen. In the branching form, on the other hand, a sequence of events is shown
to the player, followed by a prompt for a specific action. Depending on whether
the player follows the prompt correctly or not, different sequences are shown as
a consequence, none of them leading to a game over situation. This is used most
44 An exception to this was the very early quick time event game Dragon’s Lair: “Part of Dragon’s
Lair’s appeal was that the hero’s deaths – not just his triumphs – were unique animations. Dying
is part of the game. Seeing each of the hero’s deaths is as essential to earning encyclopaedic
knowledge of the game as seeing each of his triumphs.” (Rogers)
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37
consistently in Heavy Rain,⁴⁵ but has already been used in earlier games such as
Fahrenheit or Shenmue. The advantage of branching quick time events like those
in Heavy Rain is that they combine branching storytelling and visual representation in a seamless way. Though there is no structural difference between them
and the prompts in a CYOA-movie (except for the element of timing), the experience is much more fluid and natural, though at a cost on the level of agency.
Quick time events are actively nodal but they can hardly be said to involve
real player agency. The only real choice involved is (potentially) whether to enter
the situation that will start the quick time event or not. After that, the player is
less of an independent agent and more of the executive tool of a decision made
elsewhere or earlier. The way the player experiences these situations, it seems
that the decision is often made by the player character (who decides, for example,
to dodge an incoming threat instead of blocking it) and the gamemaster then asks
the player to enable the character to act out that decision. As this happens in a
quick succession, no deliberation on the part of the player is possible (as in ‘do I
want the character to dodge?’) and usually also not necessary, as the decision will
be presented as one without alternative.
A significant variation of this can be found in Mass Effect 2: Most conversations here are presented as cut scenes with a dialogue tree. Occasionally, these
cut scenes will become recognizable as quick time events (called ‘interrupts’)
through the appearance of a prompt that needs to be followed in time in order
to be activated. But here, these prompts are neither self-evident in their necessity, nor obligatory for progressing, but represent instead optional ways to significantly change the course of the conversation and situation in ways that are
marked as either ‘paragon’ (i.e. honourable) or ‘renegade’ (i.e. more selfish and
cruel). Thus, the player knows that a specific prompt will make her character
behave in a certain predefined way (though the exact consequence or sequence
of events is not known when the prompt appears), and it is her conscious decision whether to activate the prompt or not. These quick time events are always of
the branching type and do not cause game over situations.⁴⁶
45 Heavy Rain is strongly dependent on quick time events. On the other hand, its quick time
events attempt to use the full potential of the PS3-controller to establish a relation of similarity
between the player’s input and the character’s action. This is (presumably) even enhanced with
the move edition of the game.
46 For more on Mass Effect’s interrupts, cf. “Interrupt”.
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Video Games and Narrative
2.2.2.3 Dialogue tree
Another very common form that combines an actively nodal form with a high
effectiveness for conveying narrative information are the dialogues that the player
character can hold with non-player characters he meets in the gameworld. These
dialogues as part of the gameplay process that are not completely pre-scripted
in a cut scene, are especially common in CRPGs. Incorporating dialogue into the
gameplay de-emphasises other aspects like combat. In a first-person shooter,
what moves can – and probably should – be shot, whereas a game like Planescape: Torment strongly encourages its players to use conversations to achieve
their goals, to the extent that its script is said to contain 80000 words.⁴⁷
One main criterion that distinguishes what is most commonly meant by the
term non-player character from other figures that function merely as a structurally
indifferent visual backdrop or an enemy to be opposed is the fact that the player
character can usually talk to them. This means that, upon approaching such a
non-player character, the game will offer the option to engage in a conversation
or the proximity will automatically trigger the beginning of such a conversation.
Conversation situations will usually limit the player’s range of options (combat
options and other interactions with the gameworld are usually disabled, and
spatial movement is limited or disabled),⁴⁸ but the player can still influence the
course of the conversation. If it is not presented as part of a cut scene, it usually
makes more than one dialogue option available for the player to choose from, thus
creating what is commonly referred to as a dialogue tree. The choice is generally
restricted to the dialogue options of the player, and the non-player character will
in turn react differently to different statements or questions. The dialogue choices
are presented in written form and are arranged simultaneously on the screen,⁴⁹
with the action pausing until one option has been chosen. Some games, like Heavy
Rain, try to increase realism by sometimes giving the player only a limited amount
of time to choose, and even further complicate the choice in situations of stress by
making the on-screen script unstable, blurry, and hard to read.⁵⁰
There are different structural types of dialogue trees that are influential for
the (non)-linearity of the gameplay and its narrative: arborescent, cyclical, and
47 Cf. “Planescape: Torment”.
48 For the different degrees, one might compare Two Worlds II, where the player character can
move in a prescribed area close to the conversational partner and look around, Skyrim, where the
player character is fixed in position but is able to look around to a certain degree, and Fallout 3,
where both the spatial position and the perspective are automatically fixed.
49 A minority of (mostly newer) games does not display the exact wording of the dialogue choices anymore but rather provides paraphrases (e.g. Mass Effect) or information as to the type of
reply one wants to give (aggressive, helpful, inquisitive etc.).
50 Another example of timed dialogue trees are the games in the Sakura Wars series.
Narrative Forms
39
dynamic. In a purely arborescent type, every dialogue option chosen will disable
all other options, while potentially opening up a new set of options. It is seldom
used in its strictest form, as non-player character conversations often need to
convey important gameplay information, and this form would strongly increase
the danger for the player to miss it. Most dialogue trees do not even automatically
disable dialogue options once they have been used. This is especially true in those
cases where non-player characters provide important information. The questions
that trigger the information can usually be repeated endlessly. Still, some options
will typically be available once, while others can be repeated. For example, if the
player meets a quest-giving non-player character for the first time, there will be
a conversation that starts the quest, with a dialogue option that either accepts
or declines the non-player characters request. This option will only be available
once, while the player can usually return to the non-player character to talk about
the task, in order to receive information about it. Purely cyclical forms can be
found with non-player characters that do not provide (one time) quests, but some
services, such as commerce. Encountering such a non-player character, there will
usually be a short (and always identical) dialogue, where the player can choose
whether she wants to buy, sell or repair something or not.
Many non-player characters can be engaged in conversation several times
throughout the game. Depending on events that happen between the encounters, the dialogue can change, though some options still remain the same. For
example, the player character talks to a non-player character, and as a result gets
a request from the non-player character to fulfil a specific task. With this, the conversation comes to an end. If the player engages the non-player character again
in a conversation, without having completed the task, the non-player character
will open the conversation with the question whether the task has been completed or not. In most cases, the player can only answer in the negative, which
will again end the conversation; alternatively, she can ask for the specific instructions again, in case she has forgotten them. After the completion of the task, the
options for conversation will change again. The player is now able to answer in
the affirmative, which will result in new options.
But even the most dynamic of dialogue trees must still be considered rather
passive in narrative terms, since the non-player characters will usually not be
influenced by other events than those that are concerned directly with their interaction with the player character. Thus, the passing of intradiegetic time will often
see no change in their attitude; neither will the number of times that the player
begins the same conversation. The Fallout games are among those that go furthest
in dynamizing the conversational behaviour of non-player characters, making
their responses dependent on a number of variables, such as faction affiliation,
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Video Games and Narrative
or the outcome of certain other missions that the player has completed (or failed
to complete) earlier, or sometimes even the time of day within the gameworld.
The options available to the player when talking to a non-player character
can also differ depending on factors that are related to the character’s attributes.
CRPGs like Fallout 3 often contain attributes such as a value for the player character’s rhetoric capabilities. Depending on this value, some dialogue options will
be available to the player or not. This can vastly influence gameplay, since a character with high rhetoric skills might be able to convince a non-player character to
give him a thought for object or access to a closed off area, while a character that
does not have the same skills will need to fulfil extra tasks, or find alternative
routes to reach the same results. Other games like Mass Effect 2 make dialogue
options dependent on the character’s ‘ethical affiliation’. Depending on the character’s previous actions, she will have gained higher values for ‘paragon’ or ‘renegade’, and some dialogue options will only be available to either.
Dialogue trees imply consequence for what the character says, though this
frequently is not really the case. Especially in the case of cyclical dialogue trees,
they are often little more than a way to provide information to the player, some of
which she might need for later decisions, and some not. The Mass Effect games
are rather singular in that they give (gameplay) consequence to dialogue options
in themselves (rather than through the action they provoke), strengthening the
idea that the way someone leads a conversation is actually an integral part of
how they (role)play a game. On the other hand, the games also have a tendency
for railroading the player in her dialogue decisions.⁵¹ This is possible because the
player does not decide (as in most other games) on the exact words that her character will use as a response, but rather on the meaning and tone of the answer. In
some cases, the answer actually made by the player character will stray rather far
from the significance offered as a choice to the player.
Often, dialogue choices will have less of a direct consequence on the events
that result from the conversation, than on the player’s (also narratively relevant)
perception on the character she is playing. A dialogue tree might offer different
answers leading to the same narrative result, but differing in tone and therefore
characterizing the player character in different ways. In these cases, it is up to the
player to decide what type of person she is playing (always friendly and cheerful,
or rather cynical, gruff, etc.) independently of the decision she makes with regard
to her actions.
51 The term ‘railroading’ is common in descriptions of the gamemaster’s activity in a role-playing game. In this context, railroading means that the gamemaster gives his players less agency
to develop the story they are role-playing and forces them (e.g., by adjusting the rules) to accept
the sequence of events he has determined before the game started.
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41
2.2.2.4 Event trigger
One of the most peculiar features that video games use to make things happen in
the gameworld is the event trigger. An event trigger defines an action performed
by a player that triggers a narratively relevant event that would not have occurred
without this action, yet is not causally related to it in the storyworld. It is not
an event that is effectuated directly by the player, but whose coming to pass is
dependent on the player.
Most often, the trigger is connected to the player character’s spatial movement,
that is, an event is triggered when the player character enters a specific space. The
event itself is a scripted sequence, but in contrast to a cut-scene it happens within
navigable space and without an interruption to gameplay time; it can be a line of
dialogue that a non-player character utters when the player character passes him,
or a bridge that collapses when the player character approaches or just after he
has crossed it. The scripted sequences that are being triggered largely take over
the narrative function of cut scenes. Their main purpose is to provide narrative
information (something happens in the gameworld), but unlike with cut scenes,
the gameplay is never stopped, and agency is not taken away from the player.
The important distinction to other player actions lies in the change in causality from the gameplay to the diegetic level, and in the attempt – on the side of the
game system – to hide the trigger. The way they are usually designed and implemented in the game, event triggers are mostly invisible to the player. Whereas
often options for interaction are visually marked by the game (e.g. a door that can
be opened will glow in a specific colour), there is no visual marker for an event
trigger, and also no prompt whether the player wants to activate the trigger or
not. When approaching a door, games will prompt the player which button to use
in order to open it, but event triggers, especially spatial ones, will automatically
start when the player has reached the trigger point, which functions like a trap.
The design is to create the impression that an event happens by chance, though
usually exactly at the narratively and dramatically relevant moment. Most games
try to hide event triggers, thereby exchanging the player’s perception of a prescripted (and therefore completely uni-linear) event to one with a high level of
contingency, while retaining the high narrative proclivity that lies in a pre-scripted
scene’s perfect timing. This is done almost to perfection in big-budget ‘cinematic’
games like the Modern Warfare or Uncharted games. Hair’s-breadth escapes and
spectacular seeming coincidences can be presented to the player in this way, while
retaining the illusion that she is in control.
Indeed, the only agency that a player has in this case is temporal control
over the triggering, which distinguishes it, for example, from combat situations.
Within a combat situation, the player also performs actions that trigger responses,
but her actions are themselves already responses to a previously triggered event
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Video Games and Narrative
(e.g. the encounter of an enemy), and she has no options to delay her own actions
without being penalised by the game (if she stops fighting, she will be killed,
but if she does not walk through a door behind which an enemy is waiting, this
enemy will often keep on waiting indefinitely.) Thus, a bridge that is on the verge
of collapse will yet wait indefinitely for the player to approach or cross it, before
it will actually collapse. The exact position of an event trigger usually becomes
apparent only at a second playthrough, when seemingly coincidental events
repeat themselves.
While many game design features attempt to create the illusion of agency
where there is none, event triggers are largely used to veil the fact that the player
actually does have agency over the happening or not happening of a specific
event, while at the same time hiding the fact that the event is in no way contingent, but determined. The reasons for this usually lie in the pacing as experienced by the player. Event triggers guarantee that players actually get to experience events without feeling that they are forced to do so (as is often the case
with cut scenes). Also unlike cut scenes, they do not interrupt the flow of the
gameplay, since the events triggered happen within the navigable space while
the player still has control over her player character. This leaves the problem of
player’s tmesis potentially thwarting the narrative function of event triggers, but
it strongly heightens the immersive quality of the events. Games that rely heavily
on sensational scripted sequences (like Killzone 3 or Gears of War 3) have started
to include button prompts that will alert the player at the right time that something important is happening. Pressing the prompted button, the game will take
control of the perspective (but not the player character’s movement), moving the
player’s sight so that it centres on the event.
In all media, narratives happen in time and space. Videogames give the
player apparently the option to control space, but not time (the exception being
the pause button, but that is a complete disruption of the narrative). Navigable
space is usually fixed in video games (it does not shift or stretch while the player
walks through it), but if time were equally fixed, the player would miss most of
the narrative content that a game world provides. The player character would
simply not be in the right place at the right time. Therefore, most narrative games
are constructed in a way that makes time variable and ties it to the player’s
actions via event triggers. Historically, the first game to develop event triggers
into a central feature was Half-Life in 1998. This was partly responsible for the
game’s great success. Half-Life considerably reduced the non-unilinearity of its
gameplay, turning itself almost into a rail-shooter (cf. chapter 3.2), but through
extensive use of event triggers, the player was kept under the illusion that the
events were caused by her action. This made both better graphics and a tighter
(because easily controllable) storyline possible.
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43
2.2.3 Dynamic Forms
Since video games can be described not merely as actively nodal, but also as
dynamic systems, they can contain forms that are experienced by the player as
narrative but that are neither passive presentations (such as cut scenes or screen
text) nor dependent on the player’s own input (as is the case of event triggers). In
video games, in contrast to other games that cannot be classified as dynamic and
that do not include real time into their rules,⁵² things can happen to or within the
gameworld – and therefore affect the player character as part of the gameworld –
without the player’s participation.
Being mediated to the player through the visual presentation of material
space, one could argue that such events should be included within the category
of passive forms, but this is problematic for two reasons. First, they are presented
seamlessly as part of the gameplay, they happen while the player has full control
over her character while at the same time being independent of whatever the
player does. And second, while some of the dynamic forms cannot be influenced
by the player (like an automatic day and night cycle), others can (especially nonplayer characters), meaning that some can at least be turned into actively nodal
forms.
2.2.3.1 Non-player Character
A non-player character is a character in a video game that is controlled by
the gamemaster. A non-player character in a video game is usually part of the
program, and not controlled by a human, but through artificial intelligence (AI).⁵³
Non-player characters are one of the most important actively nodal as well as
dynamic narrative forms in video games. Though theoretically every AI-controlled movable entity within material space could be called a non-player character, this term is usually reserved for those entities that are differentiated from
others with a degree of individuality and that can be interacted with in a way
other than through combat. This interaction predominantly takes on the form
of dialogue. Non-player characters are usually differentiated in a visual way (for
52 An example for the latter are all sports games with a fixed time limit. In a sense, ‘intradiegetic
time’ only passes in a tennis match whenever a point is scored (because the game system only
recognizes points as events, therefore, as long as no player is able to make a point, from the perspective of the game ‘nothing happens’), while in a soccer match, the passing of 90 minutes of
real time constitutes an event in the gameworld even if no point has been scored.
53 An exception to this rule are online role-playing games, especially MMORPG, where nonplayer characters are often controlled by employees of the game company in order to provide the
players with a more realistic experience.
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Video Games and Narrative
example through a quest prompt), but, more importantly, they are distinguished
in a narrative way, by having individuality, sometimes even a back-story, and by
becoming part of the character’s story.
The ‘quality’ of non-player characters is a very important factor in the narrative immersion that a video game can induce. This quality has two main aspects:
how believable is a character and how well is he designed in terms of visual design,
back-story and dialogue, and how convincingly dynamic does he/she behave. The
actual narratively relevant creation of a non-player character is widely similar to
the creation of characters in any other form of narrative, with the same aesthetic
criteria applying. The degree to which they are distinguished varies widely, from
generic stereotypical characters that are hardly more than their function and a
proper name (if that) to full-fledged characters with the potential to involve the
player (let alone the player character) emotionally. The death of the character
Aeris in the game Final Fantasy VII for example is considered an iconic scene of
video game history (“GameSpy’s Top 25 Video Game Cinematic Moments”), not
least because of the surprise that players felt back then that a non-player character could be interesting. Today, games that emphasise their narrative depths will
also put an increased effort in creating engaging and complex non-player characters, sometimes making a proper understanding of their back story necessary
for a successful interaction with them in gameplay terms. An extreme case of this
is L.A. Noire, a game whose detective structure means that it is centred almost
completely on exploring the back stories of non-player characters.
Steve Breslin has pointed out that designing non-player character behaviour
is located at the intersection of writing and programming, since true artificial
intelligence is still much too far out of reach of contemporary computers, so that
the programmer needs to rather create an illusion of intelligence:
As any AI designer or programmer will tell you, the task of designing a ‘believable nonplayer character’ involves fostering an appearance or impression of that elusive philosophical notion of intelligence: the psychological impression of intelligence. […] The non-player
character programmer’s plan, then, is essentially to write suggestive and interpretable
behavior, so that the player will ‘read in’ a lot more sophistication than is actually present.
[…] The question of non-player character personality in games is always the question of
faking it (Breslin).
Thus, ‘classical’ writing and artistic skills are important for creating non-player
characters. Yet because of their actively nodal and dynamic potential, they
are more than a character in a novel or play could ever be. As elements of the
game design, non-player characters can act and react depending on the player’s
choices and actions. In the case of the more narratively relevant characters, this
interaction is largely designed as pre-scripted option trees, most noticeably in
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45
the structure of the dialogue trees, and as pre-scripted actions determined by
event triggers. The latter happens, for example, when the player character is
accompanied by a non-player character who might wait at certain spatial points
for the player character, reacting only when the player character has reached
this point.
But besides this highly narrative but passively pre-structured level of interaction, the player will also constantly encounter numerous ‘lower level’ non-player
characters, whose actions are much less central to the narrative development of
the player’s personal story (as can be seen by the fact that the player character
can almost never enter into a dialogue with them) but can nevertheless contribute
strongly (or be detrimental) to the construction of a consistent narrative world.
This is accomplished less through writing and more through programming an
artificial intelligence for non-player character behaviour. Writing can determine
chance comments by non-player characters that the player engages or encounters, but the character’s non-verbal behaviour (especially in reaction to the player
character) will be noticed by the player as well.
In order to create believable and narratively immersive worlds, games populate their spaces with numerous characters that do not have any or at least only
a restricted gameplay function. But even though their function is mostly decorative, these characters are not just the inanimate objects one can see in a painting, they are moving independently through navigable space and still must be
able to react to the player character’s movements. The Assassin’s Creed games
are particularly apt in populating their game spaces with minor characters that
mainly serve the purpose of making the gameworld believable. In these games,
the streets of historical Venice or Istanbul are filled with annoying ballad singers
that follow the player character trying to coax money from him, or people carrying crates that they will drop if the player character brushes them in passing, after
which they start to cry out in anger and curse the player character. In open-world
games like Grand Theft Auto IV or the Assassin’s Creed games, the player navigates crowded cityscapes, meeting countless pedestrians by chance. If the player
character suddenly stops on a sidewalk, some non-player characters might walk
around him, while others might bump into him, excusing themselves or shouting aggressively. If the player then confronts them with violence, they might run
away scared or call for help from others. This is already a far advance from earlier
games like Morrowind, whose spaces the player often experienced as vast and
empty in between functional elements, and it shows how intelligent programming of gameworld elements can contribute to the narrative depths and believability of the gameworld.
Recent games focus a lot of energy on the creation of what marketing divisions call a ‘living and breathing’ gameworld, and which relates (besides such
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Video Games and Narrative
things as automatic day and night circles or changing weather) mainly to the
dynamic nature of non-player character behaviour. This is a significant and
rapidly developing trend in game design which can be seen clearly when comparing the different instalments of the Elder Scrolls CRPGs, especially Morrowind and Oblivion. The latest instalment, Skyrim, goes one step further, in that
every non-player character has a job and will react according to the diegetic
time – getting up in the morning, going to work, taking a lunch break and so
forth.
AI-controlled non-player character-behaviour becomes even more important
in the many combat situations that form the bulk of contemporary gameplay.
In these situations, the experience of non-player character behaviour fuses the
player’s narrative perception with gameplay expectations. An enemy that reacts
in a mechanical or erratic way that does not conform to expectations on its reallife model (like a soldier identically repeating actions indeterminably, not getting
out of the line of fire, or trying to walk into a wall) will be detrimental both to the
player’s willingness to engage the gameworld as a coherent fiction and to her
enjoyment of the gameplay and its challenges. Here also, great advances have
been made, with enemy non-player characters reacting to line of sight, taking
cover when under fire, flushing out the player character through different tactics,
or even fleeing to call for help. The more complex such behaviour is, the more
potential it contains for emergent narratives that are not scripted but heavily
dependent on the player’s own actions.
2.2.3.2 Timed Events/Intradiegetic Clock
While many video games take place in an ever-frozen intradiegetical present or
allow changes in time only between gameplay sequences, some games are aligning real play-time and intradiegetical time continuously: while the game is being
played, time actually passes within the storyworld of the game, independent of
the player’s actions. Or, in other words, the passing of time within the gameworld
does not stop as soon as the player stops acting. This is not quite identical to
the fact that non-player characters or other gameworld elements can change or
act without input by the player, though the desired experience on the part of the
player are similar, and the two are often connected. The most obvious example is
the use of an automatic and (within gameplay) unstoppable day and night cycle.
Games like Fallout 3 or Red Dead Redemption keep such a continuous intradiegetic clock that the player can look at if she wants, with the effect that the sun
sets and rises regularly, even if the player remains standing in one place all the
time. Other games, by contrast, will have some quests set during daytime and
others during the night (divided by a cut scene or a loading screen), but the time
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47
of day will not change throughout the quest, no matter how long the player waits
(even if it is longer than a ‘real’ day).⁵⁴
Automatic or ‘active’ changes to the gameworld like this can be experienced
by players as narrative events. And though the mere rising or setting of the sun
might be rather simple events adding little to the game’s narrative proclivity, such
timed events can easily become more complex. In Fallout 3, the wasteland’s fauna
changes depending on the time of day, and the traveller is much more likely to
encounter dangerous beasts during the night. In addition, shops might be closed
or open and non-player characters might be available or gone depending on the
intradiegetical time. Features like these are becoming an increasingly important
aspect of the creation of the ‘living and breathing world’ that some narrative
games aspire to. An especially strong example for this is the game Skyrim.
The inclusion of an intradiegetic clock can (but rarely does) lead to a timed
event that is necessarily tied to the gameplay, in other words, a timer that counts
back to an event that will have a major influence on the game’s objectives, but is
independent of the player’s action. Though a majority of narrative games creates
the impression that such a timer exists (‘save the world before the return of the
evil lord!’), it is almost never existent as a gameplay feature, even in games that
have a general intradiegetic clock like Red Dead Redemption. More common is the
inclusion of isolated timed events that are either started consciously by the player
or through an event trigger. Opening a door might, for example, trigger a bomb
that will explode after three (real) minutes.
Among the rare examples of an AAA game that is in its entirety independently timed are the Dead Rising games. Both are set in a contained environment
in which a Zombie outbreak has occurred, and both end with catastrophic events
that are not only announced within the storyworld, but that are actually timed
in real time. The gameplay of a complete playthrough of Dead Rising will always
last exactly six hours, a time-span that cannot be changed while playing (it is still
possible to pause the game).
54 It is also interesting to note that intradiegetical and real-time clock are aligned, but not identical. In most games, the clock runs much faster, so that a day will take less than an hour. This is
an interesting point about the realism/mimesis of video games, as the representation time seems
to be congruent to our perception time, but in fact it is not. It is debatable whether this concept
should also be applied to the intradiegetic space.
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Video Games and Narrative
2.2.4 Digression: Architecture and Protocols
It is one of our central claims that, for the person playing a video game, the narrative that unfolds is necessarily experienced as a FN, because it contains nodes.
The player engages with an architecture that contains rules describing potentiality, but the game – being a video game and therefore predominantly using
an audio-visual mode of presentation – also enables the more passively distant
perspective on the game as the representation of its own performance, or of a
run through the architecture. This representation will almost always assume the
form of a narrative for the recipient (someone watching someone else – or even
herself – play), a narrative that is neither identical with the passive elements of a
video game nor with the actively nodal. The architecture is the overall structure
of the text, containing its rules, its nodal structure (e.g. tree or network), possible entry and exit points etc. The run is the concrete realization of one possible
reading/playing of a FN. A protocol is the perceptible, recorded result, or permanent notation, of the performance, which is by its nature transitory.⁵⁵ Or, in other
words: The result of the performance is a retrospectively realized narrative, as
the nodes have been exploded into events that can be narratively linked – and
often are, automatically. This result of the performance can also be represented
as a protocol. While text as representation is something that the reader perceives,
the architecture is something that enables the reader as player to perform a run.
When performing a FN, the reader/player undergoes an experience. To the degree
she links these experiences to a meaningful chain, she narrativizes this experience. This experience is not the same as the FN (being the architectures that
includes all the possibilities), it is determined by the individual path that the
reader/player has taken through the FN. Depending on the openness of the FN,
the number of different runs can be very high (e.g. it could be said that it is virtually impossible to play a video game twice in the exact same way). The FN is in
the structure that offers nodes. As every run transforms the potentiality of such a
structure into a narrative plain and simple, the result of a run can never be a FN:
rather, the run converts whatever openness the architecture holds into something
actual and determinate.
A protocol can be used to communicate this experience to someone who is
not the performing agent (either a different person or the agent after the performance). Such a protocol is based on the memory of a (narrativized) experience
in the mind of the reader/player, but in because it was experienced as such, it
55 This terminology has been chosen as it seems to be more intuitive than the one that Espen
Aarseth used to describe a similar distinction between what he calls ‘scripton’ (that is, the performance of a cybertext) and ‘texton’ (that is, the script containing the rules).
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49
will take on the form of a uni-linear narrative. The run through an architecture
is – temporally speaking, that is, from the perspective of the player – always and
inevitably linear. The protocol is what a run through a FN leaves behind as a perceptible (or at least memorable) trace. Because it is solely the transcript of an
experience and not the thing itself, the protocol differs from the run through a FN
most through the lack of an experience of agency. If the FN does not provide any
agency by withholding empowerment, the protocol (the way that the run looks)
will not differ from the way that the architecture looks. This is, for example, the
case in films or novels with multiple endings that necessarily show all of their
endings. A ‘perfect transcript’ of the experience of reading The French Lieutenant’s Woman would be in form identical to the text of that novel. On the other
end of the scale, it is obvious that watching a video recording of a playthrough
of a video game is vastly different from the experience of playing that game. The
protocol is often more easily accessible than the FN itself, since it can be passively
perceived instead of having to be actively performed, and it can be recorded nonreductively. Also, it can be more easily represented in conventional forms and
media.
There is, generally speaking, no point in presenting an individual performance of a text (if it is read silently) or of a motion picture, alongside the original
text, as there will be no variation in the presented. The film or the text looks the
same no matter who watches it (barring visual impairments), the individual run
does not change its form. This is different with a video game, which is why protocols are discussed here in the first place. In the case of video games, protocols
of individual and various runs have turned into an independent genre spanning
different media. In order to show how, for video games, architecture and protocol
must necessarily be different, one might therefore look at the various attempts
to represent games in passive media like print or film. Such representations are
commonly called walkthroughs. Walkthroughs are both a convenient way of
getting at the narrative within a game as well as exploring non-unilinear paths,
and a fascinating new narrative genre in its own right. They are in a sense a relinearization of video games, though they can themselves also be non-unilinear
in structure. Interestingly, it is the older medium of print that is better capable of
retaining something of the nodal and non-unilinear structure of video games, and
thus of their architecture. Film, on the other hand, is able to provide an almost
lossless representation of a video game’s protocol.
Online video platforms are full of videos of enacted gameplay of different
video games, one can easily find hundreds of hours of this. One could almost
describe this as a new narrative genre, one that has links to gaming, visual narratives, and walkthroughs. It is the fixed representation of the performance of a
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Video Games and Narrative
game, a complete linearization of its potential multi-linearity.⁵⁶ The most common
form of gameplay representation is the video walkthrough that usually serves the
double function of providing information to other players on how to solve certain
puzzles or other gameplay challenges and to showcase the representer’s abilities. There seems to be a competition for being the first player to present a whole
walkthrough. Sometimes, such videos are also commented on by the player. As
this activity is becoming more and more popular, recent games like Just Cause 2
have even implemented a visual capturing device into the game. The PlayStation 3 version of the game allows the user to capture video of their gameplay and
either export it to the CrossMediaBar, the console’s graphical interface, or upload
it to YouTube from within the game.
While most walkthroughs are abstractions of runs, and therefore tend towards
being pure protocol, they can also be more experiential, being a representation
of one specific run from the perspective of the individual player, including the
representation of the activity of playing in the form of an audible commentary
by the player. This type has also already developed into its own sub-genre, the
“Let’s Play” walkthrough.⁵⁷ These polyphonic videos contain a doubled narrative
perspective, as they show both the game’s narrative presentation and the player’s
commentary. This commentary in turn is both a self-reflexive analysis of the game
as game and fiction and turns into its own narrative of a person playing a game.
A further variation of this is exemplified by the “Shamus Plays”-column on
the Escapist Magazine. Here, the author plays a role-playing game and relates
the experience from the perspective of the character. Since the character does
not know he is in a game where gameplay conditions determine the storyworld,
he is routinely amazed at the nonsensical nature of many of the events and the
behaviour of other characters.
Printed walkthroughs, on the other hand, tend to focus much more on commentary of the game’s architecture with a reduced amount of direct representation of the game’s experiential level, for example in the form of screenshots of cut
scenes or gameplay situations, or depictions of maps that are part of the game’s
representational space. But many of the user-generated walkthroughs available
for free on the internet do not contain any of these, but are purely textual. Printed
walkthroughs, not least since they are always markedly different from the game’s
visual presentation, are usually meta-diegetic, they are commentary on the nar-
56 As such, it can also give reason for emergent gameplay, when players act not in the way that is
most conducive to the goal of the game, but that is motivated by creating an interesting representation. Emergent representations use the game space to create, capture, and present scenes that
do not follow the game’s main objective, e.g. doing specific stunts or synchronizing movements.
57 E.g. here: Let’s Play Archive.
Narrative Forms
51
rative and the gameplay, usually in a combination of the player’s experiential
perspective and the design perspective.
The narrative mode of walkthroughs is very interesting, as it can reveal something about the perceived or real uni-linearity or non-unilinearity of the quest
structure. Walkthroughs can be purely imperative, clearly prescribing the one
correct option, or rather give a number of options. The walkthroughs for Fallout 3
and Fallout: New Vegas are particularly good examples of conveying the range of
options available to the player, but simpler versions can also be differentiated by
their restriction to additive commands or their use of conditionals to distinguish
between options and different outcomes. Plotlines as well as single events can
be rendered purely through written text. This is most common for user-generated walkthroughs and works best with uni-linearly organised games. Continuous walkthrough texts often take on the form of a second-person narrative or a
string of commands. Non-unilinear structures are represented in texts especially
through the use of ‘or’ and ‘if’-constructions (‘you can do x or y’ – ‘if you have
done x then z’ etc.). Strongly branching structures like the CYOA structures are
increasingly difficult to render in continuous text and often rather rely on graphic
representations. Plotlines (especially if they are non-unilinear) can be rendered
in the form of graphs or diagrams.
Especially role-playing games rely heavily on statistics to represent the characters’ attributes. These are usually extensively given in professionally created
walkthroughs. Such statistical data is at the cross-section of mere gameplay and
narrative significance, as it not only provides information about specific gameplay options that the character has, but also the narratively relevant way that
the player conceptualises the character. The more a game world can be openly
navigated without clear or obligatory uni-linear plotlines, the less it can be nonreductively represented by texts or even diagrams. Instead, the complex spatial
worlds of many recent games create among players the need for detailed maps.
Maps (without itineraries) are a completely non-unilinear way of rendering
the ‘narrative’ of a game, and the walkthroughs for open-world games usually
contain a large amount of maps.
Regarding outcomes, walkthroughs often distinguish between gameplay and
narrative consequences, yet they regularly do not fully represent these narrative
consequences. Part of the reason for this is that even though they want to provide
helpful information for progressing through the game, they do not want to create
what is known as ‘spoilers’. But this respect for the player’s narrative immersion
in the game and interest in the particulars of the game’s fiction notwithstanding,
walkthroughs often work to de-emphasise the impact of the game’s storyworld
by providing information about gameplay consequences. This can, for example,
render the ethical impact of some moral choices ineffective. Some (especially those
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Video Games and Narrative
commissioned by the same companies that made the game) try to counter this
effect by restricting information and using instead an intradiegetic mode of presentation. The player’s experiential perspective is then shifted towards the character’s
perspective. Strategy guides, especially those published by the same company that
created the game, sometimes tend to mix intra-diegetic and meta-diegetic perspectives. A good example of this is the walkthrough for the game Two Worlds II. The
text continuously describes aspects of the gameworld not as designed (fictional)
objects, but as real existents. But at the same time, the text also comments on
design aspects that a purely diegetic speaker could not possibly know (such as the
number of experience points gained for completing a certain mission).
Interestingly enough, gameplay representations are not only something that
happens outside of the game proper, but in a curious case of mise-en-abyme also
inside the games. The procedural nature of video games allows them to incorporate protocols of (parts of) a run into that very run. The most common form of such
an in-game protocol is the quest log of CRPGs. A quest log is a list of quests in a
video game, usually a CRPG. More often than not, it lists completed quests as well
as active quests (those that have not been started or completed yet). Quest logs
take on the form of written narratives, and they are often written in the second
person for unfinished quests (‘you need to do x’) and the first person for finished
tasks (‘I have done x’). Sometimes they are merely added to, as every important
event is being described, sometimes they are constantly being modified. This is
for example the case when they reflect uncertainty about events or information
while a quest is being attempted. The uncovering of certain hints during gameplay might lead to an entry saying ‘x seems to be the case’, which, upon confirmation, is turned into ‘x is/was the case’. Quest logs of completed tasks always take
on the form of PNs, informing about actions and decisions actually taken.
Besides quest logs, there are also other forms of in-game protocols. Some
games, like Just Cause 2, include a replay function, interrupting the actual gameplay to show a recording of it. As the game encourages players to perform skilful
actions that take on the form of hair-raising physical stunts in the gameworld,
a recording of such an action is a satisfactory reward for the player, who can
even share this snippet of protocol with other players. Some games (especially
those that make the reputation of the protagonist a gameplay concern) incorporate mentioning of the player’s actions directly into the gameworld: in Red Dead
Redemption and Deus Ex: Human Revolution, the player can buy or find newspapers that will mention and comment upon some of her actions. In the Fable
or more recent Elder Scroll games, non-player characters will comment on the
player’s actions when she is passing them, and in Fallout 3, a radio DJ will constantly tell tales of the protagonist’s exploits, along with giving her a nickname or
title based on her level and karma.
3 Non-Unilinear Gameplay in Video Games
Through the incorporation of choice, video games easily can (though they need
not) become strongly non-unilinear in their design, either through the redundancy of multiple-paths or through de-chronologization. The non-unilinear
nature of video games is the fundamental precondition for their ability to produce
FNs, therefore it is necessary to take a look at the way and the extent to which
games in their gameplay structure are (and can be) non-unilinear.
The non-unilinearity of gameplay can be connected to the two different
kinds of rules that a game can employ: rules that state the game’s existents,
and rules that define the valorisation of options and outcomes, or, as it has
been said earlier, rules that describe values that hold in the gameworld. In the
case of the game’s existents (which also include the options available to the
player and the relation of actions to outcomes⁵⁸), the question of (non-)linearity is determined by the player’s perception while playing. Uni-linear gameplay
would mean that the order in which the player perceives the game’s existents is
completely fixed. Such a fixing would also mean that the player has no differing
options at any point in the game (since such a choice would lead to the perception of different existents). It is therefore obvious that a completely uni-linear
gameplay would negate a game’s fundamental qualities and is impossible, or at
least nonsensical. And yet, as will be discussed later in more detail, there still
are vast differences in degree between low and high levels of non-unilinearity
in this respect. As to the valorisation rules, as soon as a game has more than
one objective for the player to compete, these objectives can also be related in
a non-unilinear way.
3.1 Levels of Observation
But before going into the particulars, and in order to make non-trivial distinctions
concerning the uni-linearity of gameplay, one needs to differentiate between
what one might call different levels of observation. By definition, every game provides their players with at least one situation that offers more than one option for
action (even if it is merely ‘act’ and ‘don’t act’), and consequently, every game is at
its core non-unilinear, since different options can be regarded as different ‘lines’.
Indeed, even the simplest games like Pong, Tetris, or Space Invaders, continuously provide their players with countless choice situations that lead to an almost
58 One should not confuse here the rules that define the outcome of an action (‘if the player does
x, the consequence will be y’) with those that valorise the outcomes (‘y is good’).
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Non-Unilinear Gameplay in Video Games
incalculable non-unilinear complexity. And yet, there seem to be different qualities to the range of non-unilinear options that a game offers, above this fundamentally necessary non-unilinearity. Just as well, when talking indiscriminately
about agency on the ludic side and events on the narrative side, the observer will
soon run into the problem of how to relate proliferation to relevance. If every
interaction carries the same weight, and the result of every interaction is regarded
as a narrative event with the same relevance, then the possibility for variations
turns out to be close to infinite even in games whose storylines are experienced
by players as extremely uni-linear. This is why it is heuristically necessary to
introduce levels of observation.
One way to categorise games is by the number of possible gamestates and
the different ways of arriving at these gamestates that they allow, thereby calculating game complexity, the so-called state-space complexity (the number of
legal game positions reachable from the initial position of the game) and the
game-tree size (the total number of possible games that can be played). This
complexity is lowest in strongly abstract and simple games like Tic Tac Toe, a
game that only has nine fields and two different kinds of pieces. But even this
game has a state-space complexity of 19,683 and a game-tree size of 255,168. With
chess, a game that still allows for only a clearly limited number of positions on a
restricted board, the state-space complexity is estimated to be between 1043 and
1047, and the game-tree complexity approximately 10123. Video games with navigable space, on the other hand, allow for an almost infinite number of spatial
positions alone, together with numerous other potentially changing gamestates.
Thus, their game-tree complexity is far beyond computation. The largest number
of these game-state changes however – a step to the right or a jump in an empty
room – will bear next to no consequence on the outcome of the game, or even
its noticeable progression. In order to solve that problem, it will be necessary to
distinguish between different levels that are related, but can be observed independently. Choosing one of these levels of observation simply means ignoring
changes on all levels below it as long as they do not have any consequence on
the observed level.
It should be clear that such levels of observation are a heuristic tool for
making productive statements about a video game’s structure and narrative,
rather than clear-cut categories that are unambiguously applicable to all games
alike. While the lowest level can be easily defined (every state change that is possible throughout the playing of a video game), any abstraction from it is bound
to be arbitrary. In-game actions will have to be contextualised according to their
consequences in order to see for which level they are relevant. A step to the right
might prove insignificant on all accounts – or it might bring the player character
into the enemy’s line of sight, resulting in his being detected and killed.
Levels of Observation
55
Hans-Joachim Backe, in his Strukturen und Funktionen des Erzählens im Computerspiel has developed his own systematic account of narrative elements in
video games and has attempted to define different levels of observation. Backe distinguishes between substructure, microstructure, and macrostructure. The most
concise explanation is given in three questions that relate to these three levels:
– What can I do?
– What should I do?
– Why should I do this?
The substructure designates the potential for all the different actions that a game
allows its players (including a breaking of rules as in cheating). It is only influenced by the gameworld and its rules created by the designers:
Der Begriff Substruktur bezeichnet im vorgeschlagenen Modell den theoretisch unendlichen Freiraum für Spieleraktionen, den jedes Spiel bietet. Die nicht zu leugnende Tatsache,
dass kein Spiel jemals zweimal vollkommen identisch abläuft, wird hierin erfasst, inklusive der Möglichkeiten zum subversiven Spiel (dem Ignorieren oder Missverstehen von
Spielzielen) und dem Unterwandern oder Brechen der Spielregeln (etwa durch Einsatz von
CHEATS). Die Substruktur wird von den Autoren nur durch Regeln und Design der Spielwelt
beeinflusst, innerhalb derer der Spieler frei agieren kann. Zeit ist (für das Timing konkreter
Aktionen) häufig von entscheidender Bedeutung. (355)
Semantics potentially enter the substructural level in the form of storyworld existents, or, in other words, through the way that option affordances or limitations
are presented to the player. A game rule can state, in abstract terms, that a specific piece (like a pawn) cannot move more than one field in one turn, or it can
present a world in which one piece is recognizable as a character with real-world
attributes like strength or speed that will explain its limit of options. Thus, the
rules that constitute the substructural level can communicate themselves to the
player as the presentation of existents within the storyworld – walls that limit
player movement, keys that open locked doors, the attribute of strength that
makes overcoming enemies possible. The substructural level allows the player
to perform actions that will be experienced by her as individual narrative events.
One should note, though, that at this level, the events can only be linked additively (‘He did this, and then he did this, and then he did this…’).
Backe’s categories of substructure and microstructure are close to the concept
of rules and their semanticization and/or valorisation that is offered in this study
(see chapters 2.1.2 and 6.1). The substructure is the level from which the game
complexity can be calculated, and it defines the full range of options that a player
has at any given moment. What it does not yet contain is a valorisation of the
consequences of the different options.
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Non-Unilinear Gameplay in Video Games
This is what happens on the level of the microstructure, where goals are
being assigned to the player. Thus the microstructural level is where games are
organised into different units like levels or quests that are both defined by objectives (‘reach the end of the level’ or ‘do this to complete the quest’). Within the
microstructure, those rules that define the range of options that a player has at
specific situations in the game are combined with valorisation rules. The player
is being made aware of the desirability of certain possible outcomes, suggesting
to the player that a specific choice of action – or, more often, a series of such
choices – is preferable to others who are equally available. Thus, the goal creates
the impression of a coherence of a number of actions.
Mit dem Begriff Mikrostruktur sind die vorgegebenen Sinneinheiten gemeint, die – implizit
oder explizit – den Spielerhandlungen Relevanz geben, also ein ‘sinnvolles’ Spielen erst
ermöglichen. Dies geschieht einerseits durch Formulierung von Spielzielen bzw. Zwischenzielen und andererseits durch räumliche oder zeitliche Untergliederung. Diese beiden Einschränkungen des Spielers durch die Autoren treten oft in Kombination auf, sowohl in der
klassischen Sinneinheit des Computerspiels, dem LEVEL, als auch in komplexeren oder
freieren Formen wie der QUEST. (Backe 355)⁵⁹
Because these units on the level of microstructure are organised as coherent
and unified, they have a fixed beginning and end, predetermined by the game’s
designers. But if one assumes that the beginning of a microstructural unit like
a level or a quest is a gamestate that is predetermined by the game’s design, all
variations about the way in which that state is reached are irrelevant for this level
of observation. In a game like Pac-Man, where the beginning of every specific
new level is identical no matter how often and how differently one plays the
game, the only action that matters to each next level is the very last action that
completes the requirement for progressing (in Pac-Man this is the move through
which the player character eats the last pac-dot on the screen), all other actions
(the specific way through the maze, the number of defeated enemies, which one
of the pac-dots is the last) are irrelevant.
In the same sense, Backe emphasises the fact that microstructural units do
not develop randomly out of substructure elements, but are included in the game
design’s rule system. Microstructural units therefore constitute a considerable
reduction of complexity, since any number of gamestates that can be reached
through the combination of substructure elements are defined as transiting to
the same new game state that marks the beginning of a new microstructural unit.
59 This is what Shamus Young means when he writes: “This is what the story is for: To give purpose and structure to the things the player is doing.”
Levels of Observation
57
Anfang und Ende einer Mikrostruktur sind durch die Autoren festgelegt, und auch wenn
es mehr als einen möglichen Anfang und Ende geben kann, ist ihre Anzahl doch immer
endlich. Verzweigungen zwischen alternativen Handlungsverläufen sind hier verortet,
wenn sie aus dem (Nicht-)Erfüllen von Haupt- und Nebenzielen resultieren. (356)
One needs to further complicate Backe’s system here, though, by additionally
distinguishing between different aspects of observation. Though the Pac-Man
example seems to nicely capture the independence of sub- and microstructure,
this works only as long as one does not take the game’s continuous scoring system
into account. If one does, though, substructural actions like defeating an enemy
(which increases the score) will have an influence on the next level, insofar as one
then has to distinguish between a Level 2' (a game state that includes the score
value x') and a Level 2'' (with the score value x''). The two game states at the beginning of the level are therefore either identical or different depending on what one
looks at (only the progression of levels, or the game state as a whole including the
score). They are only identical when one looks exclusively at the gameplay (in the
sense of the objectives, obstacles, and affordances that the player has), because
in gameplay terms it does not make a difference.
This distinction is especially important when one is trying to use the concept
of levels of observation for meaningful statements about the narrative structure
of video games as a further aspect of observation. Through the inclusion of valorisation rules, the microstructure level is where player actions as narrative events
are being related to each other, thus forming the experience of a narrative proper:
‘Because I wanted to achieve this, I first did that, but then this happened, and
therefore I had to do something else.’ Again, communicating such rules (even
valorisation rules) as aspects of a recognizable storyworld is something that is
optional for a game, though very common. The Pac-Man example shows that
the one game attribute (the score) that remains as a constant modifier of those
game states that mark the beginnings of new microstructure units (the levels) is
not perceived as part of the game’s (rather reductive) storyworld: as a narrative
character, Pac-Man is driven by the need to devour the pac-dots and to avoid his
enemies in order to advance to the next level. The score that the player achieves
while guiding the player character is of no gameplay consequence, and there is
no indication of the player character’s awareness of it. Even if the game visually
acknowledges that the player has reached a new high score, this will only happen
after Pac-Man’s death within the storyworld.
Thus, even though no two situations in which the player reaches level 2 will
necessarily be an identical game state when all aspects are considered, for the
state of the game’s storyworld they are identical, because in this case the score is
irrelevant. The Pac-Man at the beginning of level 2 is always the same Pac-Man,
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Non-Unilinear Gameplay in Video Games
just as he is the same at the very beginning of each game. There is no narratively
relevant change noticeable.
This observation is very helpful for considering the relative narrative openness of many games as something distinct from the vast number of options that
they provide the player with on the level of the substructure. In contrast to these
options, one needs to distinguish attributes of the game state that do or do not
change from one microstructural unit to the next and relate them to their relevance for the gaming experience (e.g. the score that a player achieves), for the
gameplay (e.g. the fact that the player character has lost a life during a level and
will have to start the next with one life less), and last but not least for the fictional
and narrative significance that the player attributes to them (he might have saved
or sacrificed a friend in one level, though that has no consequence on the next
level’s gameplay). This last step is, of course, highly subjective and completely
optional for the game design. But, though it is generally unquantifiable, it is often
noticeable. Sometimes it might merely happen within the mind of the player.
Having already lost two of three lives in one level, the player might change her
gameplay style in the next to one that is more guarded and slow, and apply these
changes to her conception of the player character (there is a difference between ‘I
must be careful now, or otherwise the game will end before I reach the next level’
and ‘My avatar is low on health, he will be more cautious now’).
But narrative relevance can also manifest itself in the gameplay structures,
provided they are presented in recognizably semantic terms. The differing end
states of a microstructure unit might lead to differing valorisation rules for the
next – in other words, different ways of solving a quest might lead to different
tasks in the next quest. This often happens when the player has to decide between
different non-player character factions. Or they might lead to different narrative
presentations as the game’s end state (as in the case of multiple endings, e.g. in
BioShock or Fallout 3).
On the other hand, distinguishing the narrative perception of the game from
its other aspects also highlights the many cases in which the narrative structure
allows for considerably less modification than the often complex gameplay or the
high degree of narrative proclivity would suggest. A game like Modern Warfare 2,
for all its visual verisimilitude, grandiose cinematic scenes and immersive atmosphere and pacing, allows not even gameplay modification from level to level and
employs a single, linear chain of levels and therefore only one narrative path.
The only modifications noticeable concern the gaming experience, the skill with
which the player masters the game’s challenges, and which can be awarded by
the game system through ‘trophies’ or statistics that are not part of the game’s
storyworld.
Levels of Observation
59
In addition to the substructure and the microstructure, Backe also describes
a macrostructure. Such structures give a general semantic coherence to the game
as a whole that also relates it to its context. According to Backe, it is especially
within these macrostructures that narrative in video games is to be found. Also,
narrative macrostructures are increasingly used to raise the question of ethical
gameplay.
Der Begriff Makrostruktur bezeichnet schließlich die Ebene, auf der ein größerer Sinnzusammenhang konstruiert wird. Dies gilt sowohl für narrative als auch für regelbasierte Makrostrukturen wie Ligen und Turniere: die Teilelemente der Makrostruktur, also die in sich
abgeschlossenen Mikrostrukturen, bekommen durch die Relation zu den vorangegangenen
und nachfolgenden Elementen zusätzliche Bedeutung. Die Makrostruktur gewährleistet
somit gleichzeitig eine äußere Rahmung und internen Zusammenhalt zwischen potentiell disparaten Elementen. In narrativen Makrostrukturen werden die Mikrostrukturen auf
eine Weise organisiert, die Motivationen für Handlungen schafft und die Hintergründe
des Gesamtgeschehens illustriert. Zeit ist hier ein ästhetischer Faktor, kann also je nach
Medium in Erzählzeit/erzählte Zeit oder andere Kategorien eingeteilt werden. Verzweigungen, die sich mit denen in Hypertexten vergleichen lassen, d. h. die auf Entscheidungen
basieren und sowohl die Hintergründe als, auch mögliche Konsequenzen mit einbeziehen,
sind hier verortet. (356)
Backe’s conception of the macrostructure is much less helpful than his distinction between sub- and microstructure, which is probably caused by his lack of
understanding for the implications of this distinction. The difference between
micro- and macrostructure is much less fundamental than that between suband microstructure that relates to the difference between a mere stating of existents and the process of valorization, semanticization and ultimately narrativization. It is at the substructural level that single actions are located that can
be perceived as narrative events if the game’s presentation allows this, and it is
at the microstructural level that valorisation starts, and therefore a connection
of events into a narrative proper. The feature of narrative divergence that Backe
claims for the macrostructure, he has earlier shown himself to be a feature of the
microstructure.
The macrostructure can therefore not be much more than a potentially fuzzy
perspective on a game’s larger structure, one that specifically takes into account
how the relation of the different microstructural elements of levels or quests are
organised within one game, or even between different games that form some sort
of unit. The latter is, for example, the case in the Mass Effect games, where the
player, after having played one instalment in a way that has led to one of many
different endings, can import the information about this specific final game state
into the beginning of the next instalment, thus making it possible to start the
game from very different narrative states.
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While an analysis of the microstructural level can show the existence of
bifurcation or modified uni-linearity, the macrostructural perspective can show
the degree to which this feature is used in the game. By looking at the number of
bifurcations, the relation between parallel quests, or main and side quests, and
so on, the macrostructural perspective can also reveal the degree of complexity within a game. This aspect will be dealt with further on in the discussion of
quests.
The mechanics of a choice’s consequence will also be dealt with in great
detail later; at this point it is only necessary to note that one can distinguish
between the levels on which a specific action/choice has consequence. Thus,
some actions will only have consequence on one of the game’s levels of observation. For example, when a player enters a room with two doors on the other side,
she can choose through which door to progress. This might have consequence on
how the game develops. She can also choose a specific course through the room
to one of the doors (straight, zig-zagging, looking straight ahead or continuously
looking left and right), but these choices will most likely not influence the consequence of the choice of doors. Their level of consequence is therefore distinct,
so that, depending on the level of observation that one chooses, certain choices
or actions become relevant or irrelevant. This is how one can, for example, talk
about a linear shooter notwithstanding the fact that, taking the lowest level (substructure) into account, no video game can ever be uni-linear.
The concept of levels of observation is also helpful when attempting to differentiate between any form of interactivity and narratively relevant player agency.
Human agency is the capacity of human beings to make choices and to impose
those choices on the world. When it comes to the narrative potential and structure
of video games, agency is an important term that should, for clarification’s sake,
be clearly distinguished from interactivity. While interactivity in most definitions
merely marks the ability to influence something on whatever level, the question
of agency as it is here understood weighs on the potential (narrative) consequence
of a player’s decisions and actions. Janet Murray has used the term agency in
this sense in her concept of interactive storytelling. For her, “[a]gency is the satisfying power to make meaningful action and to see the results of our decisions
and choices.” (126). The important term here is of course ‘meaningful’. The pure
existence of interactivity tells us nothing about the significance or meaning of the
actions that it entails. It is therefore a much too broad concept to give an adequate
description of what video games are capable of as a ludic narrative medium. As
Murray writes: “Because of the vague and pervasive use of the term interactivity,
the pleasure of agency in electronic environments is often confused with the mere
ability to move a joystick or click on a mouse. But activity alone is not agency.”
(128). When dealing with the narratological implications of player choice, we will
Non-Unilinear Existents
61
therefore need to investigate how and to what extent the player experiences them
as meaningful in relation to the fictional world of the game and consequently as
narratively relevant. Additionally, we will have to distinguish between forms of
non-unilinearity that are based on video games’ general use of interactivity and
substructural options, and non-unilinearity that applies only to a higher level of
observation and is experienced as narrative agency. In other words, the player
can do a lot of different things which will not significantly change the story she
experiences.
3.2 Non-Unilinear Existents
Video games can be regarded as game systems consisting of a number of existents. Most game rules are concerned with stating these existents, which can be
game spaces (such as a board or a field on which a game is played), aspects of the
game space (its size, its subdivision into different zones with different functionality), agents within the game space (such as the pieces of a chess game or nonplayer characters in a video game), but also the options available to the player in
any given situation as well as the consequence of each action. All of these three
aspects of the game’s existents, its materiality, the player’s options, and the consequences of actions, can be questioned as to their uni-linearity.
To start with the consequences, one can say that most games are strongly
uni-linear in this respect. Games usually state unambiguously what the consequence of a specific action in a specific situation is. Deciding to move a piece on
a board will result in exactly that move, and if another piece has already occupied the space to which the piece is moved, then the game might state that the
earlier piece is necessarily to be removed from the game. The only ambiguity that
games allow in this respect is the introduction of probability.⁶⁰ In physical game
systems this is made possible through the inclusion of dice. In a pen-and-paper
role-playing game, for example, a player might decide on an available action,
such as fighting an enemy, and a role of the dice will influence the outcome of
the fight. Note that this is different from a dice role in Monopoly that decides how
many fields the player must advance. In the role-playing game, a decision is made
(from multiple options), and the dice influence the consequence of the decision.
60 Though a completely arbitrary connection between a player’s choice and the consequence of
this choice can be imagined, it would pretty much defeat the purpose of the game. Also, in order
to be truly arbitrary (and not only very improbable), the game would need to provide an infinite
amount of possible consequences, which in itself is impossible.
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Non-Unilinear Gameplay in Video Games
In Monopoly, the dice are a means to derive a prescription for the player’s next
movement.
In Monopoly, the player’s movement is therefore not an area that offers her any
options, it is completely prescribed, though not predetermined (because based on
chance). And yet the game does offer its players multiple options in other areas, as
each player can in turn decide on how to spend their money. Concerning player’s
options, it is surely not too far-fetched to claim that every game, in order to qualify
as a game, needs to give its players more than one option at least in one situation.
One might think of a ‘game’ in which a number of fields are arranged in a straight
line. The player starts with her piece on the first field, and is allowed/forced to
move one field with every turn. The ‘game’ ends when she has reached the last
field. Though this would be a uni-linear experience, it would certainly also be a
frustrating one, and would hardly be accepted by anyone as a game, even if it contained a number of elements usually associated with games (a board, a piece, and
rules). Games are therefore always non-unilinear in the area of player’s choice.
Which leaves the third aspect of a game’s existents, its materiality, the objects
and spaces of which it consists. In a playthrough, the player experiences a game’s
existents, an experience that can be made both through sense perception (she
sees the board and the pieces in front of her, or the visual representation of the
game space on the screen) and as a mental activity (she learns about the game
space and/or her options in a situation). The question regarding the game’s relative uni-linearity or non-unilinearity concerning its materiality then is concerned
with the ordering of the experiences by the game system. If the order in which the
game’s existents, or at least some of them, are experienced is prescribed by the
game, it is uni-linear in that respect. Given what has been stated about the necessary non-unilinearity concerning player options, it follows that in this regard,
too, one can presuppose at least some non-unilinearity: whenever the player has
more than one option, it also means that there are at least two possible orders
for the player to experience the game’s existents. In our earlier example of a unilinear (non-)game, the order in which the player experiences the game’s existents
(the different game states that record that the player is in the first field first, then
in the second, then in the third and so on) is also uni-linear. But if the player is
allowed to move forward and backward whenever possible, there is already more
than a single sequence of game states.
This example already touches upon the most important aspect of how games
can order the sequence of the player’s experience of existents, or on the contrary
allow for great freedom: the player’s options that have to do with spatial configurations, and especially the player’s position within the game space. This aspect
has become predominant in video games because of their recent shift towards
a visual perspective that is dependent on the player’s position within the game
Non-Unilinear Existents
63
space. Previously, games that contained avatars – that is, that dissociated the
player’s physical body from her presence in the game⁶¹ – usually provided a fixed
and often complete view of the game space. The player looks at the complete
board, and changes in spatial configurations (such as the movement of pieces)
will not result in a change in the player’s perspective. This is also the case with
many early video games, for example Pong, Space Invaders, Donkey Kong or Pac
Man. In all of these, the player’s perspective is fixed and independent of her avatar’s movements. This changed decisively with the introduction of three-dimensional rendering, which led to video games’ extensive use of material space.
Material space in video games is a game space that is modelled on physical
space and that is graphically represented on the screen and thus can be experienced by the character. This representation is what differentiates it from the more
general concept of game space. Thus, while a game might construct the idea of a
physical game space in the minds of the players, if it does not represent this space
in any way, it does not contain material space. An example for this would be the
purely text-based early adventure games like Colossal Cave Adventure. But since
the creation of material space is one of the things that computers excel in, it has
become a staple of video games once their processing power got strong enough.
Ever since the revolutionary advent and success of the game Doom in 1993, video
games have come to be dominated by 3D first- or third-person games that create
material space. In most cases, the game allows the player to navigate this space,
which can then also be called navigable space. In navigable space, the player
has the freedom to change the player character’s spatial position within material
space, that is, she can make the player character move in different directions.
One major consequence of the introduction of material space was that game
spaces routinely became far too large to be perceived by the player and her limited
perspective all at once.⁶² This makes not only the experience of spatial configuration (the player’s piece can be seen on field x instead of y) non-uni-linear, but the
actual sequence in which parts of the game space are perceived for the first time.
The sequential perception of the game’s existents in material space is independent of the player’s ability to decide where to move to, or the degree of freedom
that the player has concerning her spatial movements. But most video games do
emphasise this freedom, and a game’s conception and application of spatial
choice is an important, if not the most important indicator of its non-uni-linearity
61 All real-life sports games actually embody the player within game space, which means that
her perspective is limited and dependent on her.
62 Overlarge game spaces in this sense are older than the advent of 3D rendering, since they
were introduced through scrolling mechanics and visually presented scene shifts, but their immersive effectiveness is best achieved through 3D rendering.
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Non-Unilinear Gameplay in Video Games
concerning the game’s materiality. Players of games that contain navigable space
usually navigate 3D environments, the path through which is sometimes fixed (as
in a rail-shooter) or suggested by the game. But more often, the decision where
to go is left to the player. Sandbox games in particular highlight this freedom of
spatial choice. Indeed, spatial choice is the most common and the most frequent
choice in all video games that use navigable space, as virtually every movement
of the player character constitutes a spatial choice. The range of consequences of
these choices can differ dramatically, though.
Theoretically, spatial choice is the freedom of an agent to move in any direction. In practice, this choice is almost always restricted. In real life, there are physical forces like gravity and impermeable physical objects like walls that restrict
total freedom of movement. And though games need not follow these restrictions (they can have characters fly or be able to move through solid objects), they
usually restrict spatial choice even stronger than does real life. Depending on
the level of abstraction, sometimes players are allowed only a very limited set
of ‘moves’, as in chess or grid-based strategic video games. In these cases, the
number of possible spatial choices at any given moment is finite and low enough
to be known in its entirety. These games are often turn-based as well, meaning
that movement is further abstracted from the time it takes to perform the movement, and that simultaneous movement by two agents is impossible.
The spatial choice within navigable space usually contains a vastly higher
number of different choices at any given moment than the more abstract variants.
Though these will, due to technical limitations, not be infinite, their number will
still often be too high for the player to even consider in their entirety, especially
since in these cases movement usually happens in real time and simultaneous
movement is possible. The player will simply not have enough time to consider
all her options before moving.
However, the higher number of options often comes at the price of lowered
consequence, at least concerning the direct relation between individual spatial
choice and consequence. The consequence of spatial choice cannot be given on
a fixed scale, as it is highly dependent on the design of the material space: The
choice to walk through the left door instead of the right one might have a significant consequence, while the difference between walking in a straight line
through one door or at a slight angle might be negligible. But even the choice of
doors might be irrelevant if they both lead into the same room. On the other hand,
the angle might be important, as it might lead the player character into a trap on
the floor, or save him from it. A major aspect of the consequence of spatial choices
is the question of reversibility. Generally speaking, reversibility reduces the consequence of spatial choices, though it does not eliminate it, at least in those cases
where there are other agents within this space.
Non-Unilinear Existents
65
But even those games that have material space do not all allow for the same
degree of freedom of movement. Some game spaces might be designed similar to
a long (and possibly winding) corridor that can be traversed only in one direction,
thus forming a unicursal labyrinth (a good example is, with the exception of one
level, the game Final Fantasy XIII), and some go so far as to completely restrict the
player’s range of movement. The most extreme example of this is the genre of the
rail-shooter. The player is virtually put on rails, with his goal being to aim his gun
within the screen and shoot at things. A typical example of this genre is House of
Dead – Overkill. The rail-shooter is an interesting (because extreme) structural
case, especially as regards the use of space, uni-linearity, and narrative proclivity.
Rail-shooters also use 3D spaces that are being navigated by an avatar, but unlike
most video games, the player is unable to control the avatar’s movements, they
are pre-scripted. This results in an unusual degree of uni-linearity. As a secondary
result, it can also result in a high degree of narrative proclivity, since dialogue and
events can be scripted directly into the gameplay.
A game like House of the Dead makes it very clear that there is only one story
in the game that can be followed through or be interrupted. It does not contain
any narratively represented failure ending (however thinly). Instead, when the
player character has died, the player can always return to the game at the exact
same spot, at the cost of half her score. Rail-shooters are only the most extreme
example of a game design that limits the player’s spatial choices and linearises
the perception of space. Many first-person shooters, though they allow the player
to move back and forward and so on, do not contain any discernibly divergent
paths. Considering games which do not present material space, automatically
scrolling games like shoot’em ups⁶³ are strongly uni-linear, as is the progression
of different spaces in many platformers or puzzle games.
Such uni-linear spatial design also has the clearest distribution of what one
could call spatial desirability. Spatial desirability is connected to the fact that
games have objectives, which means that some spaces are more desirable for the
player character to be in than others. Since games like platformers, shoot’em ups
or even first-person shooters focus so strongly on the player character reaching a
certain point in space and indeed identify this point as the game-winning state,
this part of the material space constitutes an unquestioned and unambiguous
desire for the player. In a completely uni-linear level design, there is no reason for
stopping or turning back, a fact that is underscored most succinctly by the forced
63 In a shoot’em up, the player usually looks from above on her player character (most commonly in the form of a spaceship). The spaceship is constantly moving forward, but since the
perspective is relatively fixed on it, the traversed space is actually moving from top to bottom or
left to right, and the player has no ability to influence that movement.
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Non-Unilinear Gameplay in Video Games
scrolling that some games feature. In such games, the player might for example
look down on the spaceship she is controlling, a spaceship that is in a constant
forward movement. As the visual focus remains fixed on the spaceship, it appears
as if the ground is moving below it. In the more restricted examples, the player
can only move the spaceship to the left or right (in order to take aim or to avoid
incoming obstacles) but has no influence on the forward movement. Thus, the
‘desire’ to move in a certain direction is already hard-wired into the game system,
as is the definition of a point in space that marks the completion of the level and
thus the culmination of that desire.
In a less uni-linear fashion, the spatial setting of a level can also allow the
player to choose between multiple, yet clearly distinctive paths that eventually
lead to the same end-point that marks the progression to the next level. These
spatial variations can be very basic and low-impact, like walking left or right
around an obstacle such as a statue, or they can be very elaborate, leading to a
completely different playing experience.
Since the main motivation of navigating such spaces is still to reach the
point of level transition and progression, there is still a clear hierarchy of spatial
desirability between the starting and the end point, though there might be more
ambiguity as to the desirability of the specific path taken. In Fallout 3, the player
character’s search for his father will take him deep into the ruins of Washington, D.C., but it is up to the player whether she wants to reach them by crossing
the open wasteland or going through the tunnels of the wrecked subway system.
Both paths that can take hours to complete contain their own dangers, obstacles and rewards, as well as different possibilities to get sidetracked by chance
encounters with non-player characters that are the givers of diverse side quests.
The simple spatial choice to go underground or to remain above therefore will
lead to very distinct experiences, even though the spatial position that will eventually be reached is identical. In the first-person shooter Gears of War 3, on the
other hand, the player follows an overwhelmingly uni-linear path through carefully scripted enemy encounters, but will eventually reach points where the game
gives the player a spatial choice in the sense of “Do you want to go to the upper
or the lower deck?” As much as this decision is signposted, though (the game
even pauses the otherwise relentlessly non-stop action until the player makes her
decision), it is of only limited consequence, as the two divergent paths will rejoin
only minutes later.
If the different spatial paths that the player can take through material space
are not even clearly distinct anymore as a number of finite options (upper or
lower deck), if there is a low level of restriction of where the player can physically
go, and a lowered hierarchy of spatial desire, one often talks of a sandbox design.
Sandbox games do not have a progressive level structure; they present only one
Non-Unilinear Existents
67
material space that is to be understood as continuous. They can contain different
sub-objectives, but these will be distributed in a non-unilinear spatial and not a
sequential progressive way.
On a technical level, a sandbox design also usually means that the game space
is not divided into discreet units that, when entered, disrupt the game with a
loading screen. This heightens the player’s perception of a continuously expanding and navigable space. Sometimes, though, there is a distinction between exterior and interior spaces. In Fallout 3, for example, entering a building will always
prompt a loading screen, while walking through the vast wasteland is experienced as continuous.
Therefore, the sandbox design does not have such a clear hierarchy of spatial
desirability as have more uni-linear designs. Instead of declaring a specific part
of the space as the most desirable to be in, sandbox gameplay takes a more quantitative approach to the desirability of spatial experience, rather defining as a
desirable goal the number of places that a player explores: the more the better.
Spatial exploration is suggested as an inherently pleasurable activity. As such,
and because of technical advances in game design, it is becoming an ever more
important feature in many recent games that they are using different ways to
reward the player for exploring.
With the increase in computing power and consequently the visual quality
of the presented, the visual stimulus of well-designed environments itself has
become an important reward for spatial exploration. Players increasingly navigate the game’s material space simply in order to see how it looks, and to enjoy
the scenery. There are countless games that emphasise the sheer visual beauty
of their gameworld’s scenery. This scenery can either tend towards the fantastic
and even the surreal (Dragon Age, American McGee’s Alice), or towards a faithful
recreation of historical spaces, such as in the Assassin’s Creed games, where the
setting is 12th-century Jerusalem and 14th-century Italy, or the 1940s Los Angeles
of L.A. Noire.
Another important feature that emphasises spatial exploration is the ease of
movement that the game provides. Just like all game rules, the rules that constitute navigable space provide both affordances and limitations. They create the
possibility of spatial movement in the first place, but they also set limits to that
possibility. As has been stated, visible space (the space that the player can see as
physically present) is often substantially larger than navigable space. The player
might be able to see large mountains on the horizon, but not be able to reach
them, as upon trying she will reach an invisible wall. Since such invisible walls
are considered immersion breakers, game design often tries to legitimise them
diegetically, by surrounding navigable space with unclimbable cliffs (Red Dead
Redemption), an ocean (Myst), or magic barriers (Gothic).
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Non-Unilinear Gameplay in Video Games
But even within navigable space, freedom of movement is usually not unlimited, since there are physical obstacles like buildings, walls, or rivers that structure it and limit movement. In Fallout 3, for example, it is almost impossible to
overcome any physical obstacle by crouching or climbing, and the player usually
has to find a way around instead. But the trend towards spatial exploration has
led to a number of games that increase ease of movement by enabling the player
character to climb physical objects, leading to what has been called vertical
gameplay. Examples are the Assassin’s Creed games, the InFamous games, Prototype, or the Just Cause games. All of these features strongly deemphasise any
uni-linearity in the spatial design, by enabling the player to virtually go everywhere. The extreme spatial non-uni-linearity of sandbox games can concur with
a non-uni-linear emphasis of the game’s narrative, as in the Fallout games and, to
a lesser degree, in Red Dead Redemption and Grand Theft Auto IV, or it can rather
highlight the division between a strongly uni-linear main quest chain and largely
unconnected open world side quests, as in the InFamous games or Prototype.
Finally, one should note that though the relative limits of spatial freedom and
therefore the degree of spatial uni-linearity is always fixed by the game’s designers, by now a whole gaming sub-culture of emergent playing bent on circumventing such design has developed, with players trying to find paths through the
game that were not intended by the creators. This activity makes use of programming oversights or glitches, and is called sequence breaking; it became popular
with the game Metroid Prime in 2002.⁶⁴
3.3 Non-Unilinear Objectives
So far, we have looked at the non-unilinearity of a game’s existents, that is, everything that is described by the rules as a given part of the game design. But there
is also a second set of rules, here called valorisation rules, that define a game’s
objective or objectives. A game that only has a single objective is completely unilinear in this respect insofar as for every initial game state, there is only one final
game state that is desirable, namely the state when the objective has been met.
Minimally, games will still allow a degree of non-unilinearity through the option
to fail (the ‘game over’ state), but ever since arcade games enticed their players
to continue a failed game by inserting another coin, games have mostly treated
the ‘game over’ state as unacceptable, leaving just one acceptable and therefore
uni-linear course of action in the minds of players.
64 Cf. Miner; for more information on sequence breaking, also cf. “Sequence Breaking”,
TVTropes and “Sequence Breaking”,Wikipedia.
Non-Unilinear Objectives
69
But as games have grown in complexity, so have the objectives they give to their
players. In many games, objectives have become so complex that they are divided
into sub-objectives, and often enough a game will offer more than one objective
that cannot be completed at the same time.⁶⁵ Therefore, another possibility of structuring gameplay uni-linearly or non-unilinearly is determined by the existence of
multiple gameplay objectives, and the connection between them. Most of what
Jesper Juul has called ‘games of progression’ arrange the objectives in a consecutive and dependent order. The player gets one objective, after the completion of
which she gets a new one, until the final objective is reached and the game is won.
This consecutive structure is most well-known in the form of a series of ‘levels’ that
the player needs to finish, cross, win, or survive. The roots of this structure can be
seen in arcade gaming, where it enabled a finer balance of reward (by finishing one
level, the player gets the feeling that she has ‘won something’) and challenge (the
game has not yet been won, and probably never will be).⁶⁶ While the consecutive
structure is uni-linear, games have other ways of arranging multiple objectives.
A very common structure is to give the player a number of objectives that
must necessarily be completed, but to leave the order in which they are attempted
up to the player. A very simple example are music games like Guitar Hero, which
task the player with ‘finishing’ a set list of three to five songs (that is, successfully
completing all of them) in order to progress to the (literally) next stage, but place
no restrictions on which songs the player wants to play first.
In its simplest form, there is no gameplay penalty or reward for any of the possible sequences. Looking at the state of the game, there is no difference at all between
the different sequences with which one can engage a set list in Guitar Hero.⁶⁷ In a
more complicated structure, the order might be left entirely to the player (in the sense
that a dominating general objective can be reached with all of the sequences), but
different orders will influence the way that the different objectives can be engaged.
These influences can either affect the player character, or the storyworld, or both.
65 One could argue, for example, that Tetris has more than one objective (‘staying alive’ by completing rows and maximizing points by trying to complete more than one row at a time) but the
player works at these two objectives simultaneously, there is no way to choose one above or
before the other.
66 Even games without perceivable levels often contain the element of progression through
the inclusion of a gradually increasing score. Nobody would have played a single-player arcade
game without any sense of progression. At the same time, early arcade games often were not
made to be ever completely finished. Pac-Man was designed to be played endlessly, though a
programming error meant that the game would effectually end after 255 levels.
67 The aspect that is being ignored here is the player and her ability to change and learn. After
having played four songs in a five-song set list, the player will have practised the core game mechanics, and will succeed in finishing the fifth song with more ease than if it had been the first.
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Non-Unilinear Gameplay in Video Games
Especially in CRPG, one aspect that is almost constantly changing is the player
character, or rather, the player character’s attributes. Their most common gameplay mechanic, that of collecting experience points, means that most actions the
player character makes (such as fighting or exploring) will gain him experience
points that can be transformed into character attributes such as strength, resistance, or speed. This means that the order in which different tasks are completed
will have an influence on the state in which the character and his attributes are
when a specific task is being attempted. A task that is tried early will be done with
a relatively ‘weak’ character, which might make it much more challenging than if it
had been attempted as the last task in a series.⁶⁸ The character might even acquire
an object or a skill while completing one objective that will enable him to complete
the next objective in a completely different way than if it had been the first.
On a less procedural and more narratively scripted level, the order can influence the narrative state of the gameworld. This type is less common in quests that
are related under a single general objective, but is increasingly found in the interaction of side quests. Generally speaking, side quests can also be approached in
any order by the player, but in games like Fallout: New Vegas or Deus Ex: Human
Revolution, their events are often interconnected to such an extent that having
completed one specific quest (A) before another (B) will significantly change the
state of the storyworld when (B) is being started, and consequently the way that
the quest unfolds. While it could have been possible to complete (B) before (A),
the order (A) (B) leads to a modification of (B) to (B)'. In Deus Ex: Human Revolution this is constantly the case: often, the player will encounter secured doors.
Depending on whether she has played certain quests before the quest in which
she encounters the door, she will have acquired a key code or not, sometimes
forcing her to seek out alternative routes if she has not. For The Elder Scrolls IV:
Oblivion, a game that has far more side than main quests, detailed suggestions
can be found on the internet as to the preferred order in which to engage quests,
not least because of their influencing each other.⁶⁹ And in the next instalment
of the series, Skyrim, the player can choose to join one party in a civil war that
runs parallel to the main quest line. The decision to side with one of the civil war
factions will have a major influence on the development of the storyworld and
therefore also on the way that some (even main) quests are to be completed.
A borderline case are games that do not have any objectives at all, because in
some views, the absence of objectives would deny these games the status of game.
68 Some games try to counter this effect by having the challenges automatically rise with the attributes of the character, a technique that is called adaptive difficulty. Thus, for what is technically the same task, a strong character will meet strong obstacles and a weak character weak ones.
69 Cf. “Oblivion: Quest Timing”.
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71
In Roger Caillois’ terms, they would rather fall under the category of paidea, as
opposed to ludus games. Caillois does not see these categories as strictly distinct,
they rather form different ends of a continuous scale. While ludus is marked by
structure based on rules and objectives, paidea is unstructured, unplanned,
spontaneous and without any clear goal but the enjoyment of its very activity. The
two extreme ends of the spectrum hardly ever exist in their pure forms: there is a
tendency to establish rules and goals for paidea activity (as for example playing
in the sand becomes a competition in achieving sand-castle height, or when individual territories belonging to the players are defined and fought over), just as
there is a tendency to infuse the strictness of ludus games with elements of paidea
(introducing ‘style’ into sports where this is not part of the rule system, stopping
to enjoy a beautiful scenery in a video game⁷⁰).
Paidea in its pure form is by definition non-unilinear, as the absence of any
rules makes hierarchizations and chronologization of different steps impossible.
Its principle unpredictability is one of the distinguishing features of paidea,
aligning it also to human creativity. It is this that makes it hard to categorise such
games or activities in terms of (non-unilinear) narrative potential, because it can
be either regarded as devoid of narrative proclivity, if one understands narrative
as the description of purpose and causal necessity; or it can be identical with
the very creation of narrative. In this sense, an empty page and a pen (or a word
processer and a new document) could be seen as a paidea ‘game system’ that
would – among innumerous other things – allow for the creation of narrative.
Though largely defined and dominated by agonistic structures, video games
have also developed a number of examples that are not objective-driven and can
be seen as a clear expression of paidic play within the structure of a game system
(and not simply a blank sheet of paper and a pen). Their extraordinariness within
common game design is highlighted by the fact that they are often referred to as
non-games. According to Wikipedia,
non-games define a class of software that lies on the border between video games, toys and
applications. The original term non-game was coined by Nintendo president Satoru Iwata
(Casamassina). The main difference between non-games and traditional video games is the
apparent lack of goals, objectives and challenges. This allows the player a greater degree of
self-expression through freeform play, since he can set up his own goals to achieve. Nongames are particularly successful on the Nintendo DS and Wii platforms, where a broad
range of Japanese titles appeal to a growing number of casual gamers. Non-games have
existed since the early days of video games, although there hasn’t been a specific term for
them. (“Non-game”).
70 As the last example shows, paidea can be closely associated with the explorative attitude
towards nodals.
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The article continues to cite a number of examples, from Jaron Lanier’s Alien
Garden (1982), which featured a special ‘ungame mode’ called “Doodle City”,
and Jeff Minter’s Psychedelia (1984), to the extremely popular simulation game
SimCity that was called a software toy by its creator Will Wright, or the more
recent Wii Fit game, in which players can perform a number of work-out exercises
with at least no clearly defined objectives. Most of these games are either creative
and constructive (SimCity), or value an activity purely for its performance (Wii
Fit), and therefore rarely force any order or hierarchy between individual acts.
They are usually highly non-unilinear, even if they can contain an impression of
progression as does SimCity, where the player builds a simulated city that continuously grows and evolves. It is this sense of progression that can introduce ludic
or even agonistic elements in a game like SimCity, because paidic games like this
are always subject to the inclusion of additional valorisation rules, for example if
the player starts the game with the express wish to build a city that is larger than
the one she built last time.
Open-ended gameplay can be seen as a variation of the paidea-type of ‘no
objectives’ when it is applied to games that do have goals and objectives, but that
allow a continuation of gameplay after these objectives have been successfully
met. Such games are open-ended in that the end of the main objective does not
provide gameplay closure, potentially echoing the fact that no narrative closure
is ever completely final (in the sense of the meaning ascribed to the narrative,
which is always open for interpretation). One should not confuse this with those
Sisyphean games that set an objective which has no possible win state. There is,
for example, no end to the game of Tetris, the speed and the score might simply
increase infinitely.
Open-ended gameplay is also not identical to non-unilinear gameplay, since
there is a distinction between gameplay that allows many paths through a narrative to one (or several) conclusion(s), and gameplay that has no fixed endpoint,
no telos that could be achieved to completely end the narrative arc. Most actual
cases do contain a narrative telos in that they set the player a number of tasks
constituting a main quest, the completion of which equals a ‘solving’ or ‘beating’
of the game, but then allow the player to continue playing. In this case, there is
simply put a possibly perfectly uni-linear narrative that is followed by the absence
of a commanding objective.
One should also not confuse open-ended gameplay with an open-ended narrative. In the case of narratives, the open-endedness is usually achieved by ending
narration before the end of the narrative arc, whereas in open-ended gameplay,
the game continues after the narrative arc has come to an end. Whereas an open
form is fairly common in modern narrative, so far there does not seem to be a
single video game (at least from a commercial publisher) with a similarly open
Non-Unilinear Objectives
73
ended narrative – it would have to be something like having the game automatically end as soon as the player enters into the final boss battle. In current practice, the degree of open-endedness of a game more or less corresponds with its
lack of narrative proclivity – Tetris being a case in point. It seems that, as soon as
the game designers introduce narrative into a game, this is used to motivate the
player to strive for closure.
Still, there are newer games that combine narrative with open-ended gameplay, but only by differentiating the more tightly structured narrative of a main
quest chain from non-unilinearly distributed side quests and the even more spatially structured narrative potential of a sandbox world. In a game like Skyrim,
the main quest chain (after the completion of which the game can be continued)
provides only a fraction of the quests available in the whole game.
Looking at the relation between main and side quest, the difference between
open-ended and closed gameplay lies in the question of whether side quests are
still available to the player after the main quest chain has been completed. In
Dragon Age, there is a point of no return in the development of the main quest
chain, from which the player can only continue towards that chain’s closure.
Interesting examples in this regard are the newer Fallout games. The original
release of Fallout 3 featured an end to the storyline in which the protagonist is
killed, disabling all possibilities of continuation. Yet there was so much resistance among players against this ending that the company released the ‘downloadable content’ (DLC) Broken Steel, an addition to the existing game. When the
player purchases and installs Broken Steel, there is a new choice at the end of the
last quest of the main game that does not involve the death of the protagonist and
thus enables an ongoing gameplay.⁷¹
Many sandbox games like Prototype also enable the player to continue after
the main storyline has been ‘won’. After finishing the main mission of this game,
the protagonist is back in Manhattan with the task of completing all side missions. Yet the narrative content of what the player can experience in these side
missions is comparably low and almost exclusively dependent on the player. The
same is true for the Japanese CRPG Final Fantasy XIII, though this game uses a
curious method to combine its highly teleological and uni-linear narrative with
the option for open-ended gameplay. The main quest chain of this game leads to
a definitive end in which some of the main characters die and which does not nar-
71 This seems to be much more appropriate to the game’s general structure, since the main quest
chain is actually shorter than the combined side quests, and even after these, the game has not
only extensive DLC, but also countless places to discover that are not part of either the main or
the side quests. Still, with the new instalment in the series, Fallout: New Vegas there is again a
definitive end after the main quest chain.
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ratively allow for continuation. But the player is then automatically taken back
to an earlier narrative state of the game, with the difference that the character
attributes are not reset, so that the player does not loose gameplay progression. In
a sense, the storyworld is reset, while the game state is not. The area the player is
returned to is one where she can encounter numerous enemies that had been too
difficult to defeat before beating the game, but that can now be tackled at will.⁷²
While Final Fantasy XIII is an example of how open-ended gameplay can be
enabled at the cost of a coherent presentation of the storyworld, other games have
started to reflect more successfully on the significance of narrative closure and
continuation. In Red Dead Redemption, though the story is conclusively resolved
at the end of the main quest chain with the death of the protagonist, the player
can take over the role of the protagonist’s son and continue to explore the game
space. As the game had been largely concerned with the question whether a man
could free himself from the consequences of his previous actions and make a new
start (finally answering it in the negative), making the player continue as the son
of the player character and providing him with the option to revenge the death of
the player character’s father (or not) provides an interesting situation.
In an even more obvious play with player expectations about gameplay
objectives and their closure, Fable III ostensibly gives the player a clear long-term
main objective only to reveal after its achievement that the game is still far from
over. In this game, the player acts as the sibling of a tyrannical king, slowly starting a rebellion against this king by enlisting the help of different factions. At one
point, the player can actually start the rebellion and defeat the evil king, and
become king or queen in turn. But the game does not end with a happily ever
after at this point; instead, the tyrant explains that there were ulterior motives for
his cruel behaviour (a world-threatening event against which the kingdom needs
to be prepared with money) and leaves it up to the player to henceforth act as
ruler. Thus, the game suggests the transition from the mode of a Shakespearean
comedy, in which the narrative arc invariably ends with a marriage, to the modern
novel’s rather less festive exploration of what it actually means to be (and try to
stay) married.⁷³
72 This is a further testimony to how strongly this game differentiates between narrative and
gameplay. By unceremoniously (and improbably) bringing the player back to a point before the
narrative closure and setting her in a game space with extremely high gameplay challenges and
low narrativity, the game switches modes in a way that cannot but devalue the striving for closure.
73 A similar structure had already been used in the first Fable game, which therefore “offers the
unique opportunity to experience first-hand what it means to ‘live happily ever after’ (needless
to say, this mode of existence is mind-numbingly boring).” (Kücklich)
4 Non-Unilinear Narrative in Video Games
Before specifically investigating the potential of video games for non-unilinear
narration, one needs to define the concept of non-unilinear narration in general
terms. First of all, one needs to distinguish sharply between non-unilinear narration and mere a-chronological narration: The question of chronology is concerned
with the relation between the order in which events in a narrative happen and the
order in which they are represented. In chronological narration, both orders are
identical, in a-chronological narration, they are not. The movie Pulp Fiction, for
example, is highly a-chronological, though not non-unilinear in the way the term
is used here. The movie shows, one after the other, seven narrative sequences
(one of which is further divided into a flashback and the present), which, when
re-arranged into the chronology of the movie’s storyworld, would be ordered 4a,
2, 6, 1, 7, 3, 4b, 5. And yet, the fact that such a reordering is possible shows that the
narrative itself is uni-linear. A-chronological narration can be recognised because
the narrative gives enough information about the causal and temporal connection between events for the reader to reconstruct the right chronology in her mind
and compare this to the order of representation. Part of the fun of watching Pulp
Fiction lies in this mental activity of recognizing the a-chronology.
The question of uni-linearity, on the other hand, is concerned with the possibility of returning to chronology, either in terms of the events or their representation. This means that a narrative is only non-unilinear when either the events
cannot be reconstructed into a chronology, or their representation cannot be
turned into an unambiguous sequence of perception. Most definitions of uni-linearity confuse these aspects, though, such as the one on Wikipedia (“Nonlinear
narrative”).
One has to further differentiate between story and narration with regard
to non-unilinearity. If story is understood as a sequence of causally connected
events depicting a logically possible world, then Yatzeeh is right with saying
“non-linear stories don’t and will never exist no matter what anyone tells you”
(Croshaw, “Extra Punctuation. Scribblenauts”). Still, even disregarding the depiction of non-realist worlds, there is non-unilinear narration. This narration works
as a script, and the (always uni-linear) story is one of its possible performances,
or one actualization of its potentiality. Thus, non-unilinear narration often generates more than one (linear) performance, or what Yatzeeh terms rather idiosyncratically ‘story’.
FNs are always non-unilinear in the sense that at least at one point they
provide a minimum of two options for continuation and therefore two ‘lines’ of
narrative. This point we call the ‘node’ and the situation that the user of a FN finds
himself in when encountering a node is a ‘nodal situation’. In contrast to a mere
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shift in chronology, a node is defined as a situation that allows for more than one
continuation. For more on the general specifics of nodes and the general distinctions between different types of nodes, cf. Bode 1.5–1.8. In the following, we will
deal with all of these specifics and distinctions, but with an exclusive focus on
how they function in the context of games and video games in particular.
As we have seen when looking at gameplay, all video games incorporate
a basic model of non-unilinearity by allowing the player at least once a choice
between more than one option, otherwise they would not qualify as games in this
sense. And since we have also established that players and games strongly tend
towards semanticizing the existents of games, presenting or understanding them
as having a meaning in a fictional storyworld, it is obvious how most of the choice
situations that players encounter in games can be regarded as narrative bifurcations, as multiple continuations in the sense of FNs. So all games that allow their
players to perceive the game’s existents as fictional entities and the game events
(changes in the game state) as narrative events are also FNs. But when looking at
the vast variety of game structures and gameplay designs, one notices that there
is an enormous range when it comes to the degree to which a video game is open,
especially when considering the relation between the gameplay’s non-unilinearity and its narrative. This range covers the whole spectrum from a game like Final
Fantasy XIII that tells an almost completely uni-linear (though highly complex)
story with minimal player agency concerning the plot (though there is a high level
of agency concerning the gameplay), to a game like Jason Rohrer’s Sleep is Death
that is played by two players who collaborate on telling a story, where one takes
on the role of the player, the other the role of the gamemaster, designing the surroundings and the rules in a dynamic reaction to the player’s choices.
Video games are dynamic systems designed for interaction, but, as has
been discussed earlier, as a meta-medium they are also capable of incorporating
passive presentational forms of other media such as film scenes, voice recordings, or passive text. While the later part of the chapter will deal with the implementation of non-unilinear narrative into the game’s structure, it must also be
noted that the multiple continuations to which a nodal situation can lead are in
themselves most often not ludic, but are merely differing presentations of events.
This does of course not mean that the node preceding the presentation is in any
way less of a node, only that there is very often a clear-cut change from nodal situation to passive presentation. This is the form that is most common to FNs involving choice in other media, such as books or movies (for example the CYOA type).
Video games, on the other hand, are in addition able to create something like a
continuous flow from nodal situation to nodal situation, as in the case of spatial
movement or real-time combat situations. In these cases, the choices (though
they might be mere reflex choices or rather inconsequential) follow so close on
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77
each other that the player will experience their sequence as continuous, just like
someone who is watching a movie is unable to see the images on the screen as
distinct still images.
By contrast, the most clearly recognizable example of the division between
node and presentation in video games is their sometime use of passive multiple endings. Multiple endings of this type in video games could be defined as a
branching structure that is not followed by any further gameplay, but, depending
on earlier gameplay choices, presents final outcomes that differ significantly from
each other. As the description and the very term suggests, this structure is most
often found at the end of the game. Many story-driven video games today employ
multiple endings, as they are a relatively easy way to integrate and showcase the
actively nodal nature of video games’ storytelling. The feature of multiple endings
is to be distinguished from other forms of multiple storylines by the fact that there
is a marked difference in the final narrative state that a game can reach. Thus, a
game might employ branching storylines that, through a point of convergence, all
lead to the same final state or ending. Also, multiple endings should be restricted
to differences in final states that are narratively relevant. Especially the dynamic
nature of the player character’s character attributes makes it very likely that different playthroughs of a game will lead to end states with slightly different characters, or rather, character statistics. This should not be considered a multiple
ending structure. In addition, the ‘game over’ outcome is usually not counted as
an ending in this context (although ‘bad endings’ are counted).
One interesting point in the classification and evaluation of multiple endings
in video games is the placing of the node at which the storylines branch off. Paradoxically, this need not be the same place at which the presentation of events
branches. Instead, one can distinguish between a ‘long term consequence’ and
a ‘last minute decision’ type. In the first type, decisions throughout the gameplay will (sometimes covertly) influence which of the possible endings the player
will reach, while in the second, there is a rather obvious choice situation close
to the end of the game. In the first type, though a choice has been made, the
change to the gameworld is not reflected in the presentation of the gameworld
for an extended amount of time – the player cannot ‘see’ that she has significantly changed something –, but only at a later stage. In the second type, where
the choice and, more importantly, (some of) the consequences are made more
obvious to the player, the presentation differs from the moment of the decision.
A point that is connected to this is the question in how far the player is aware
that she has made a decision that will eventually lead to one of at least two different endings. BioShock would be an example where this is not the case. Though
the decision of how to interact with the Little Sisters is one that the player has
to make early (with the indication that it will influence the gameplay from this
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point on), there is no indication that it will influence the narrative state of the
world after the main objective has been fulfilled. The consequence of this decision comes as a surprise to the player, once it is revealed by the narrator in one of
the final cut scenes.
Examples of the long-term consequence type besides BioShock are Fallout 3
or Silent Hill: Shattered Memories; examples of the last-minute decision type are
Singularity, Fable, or InFamous. The Fallout games are especially strong on multiple endings, as most of them feature an epilogue narration that recounts many
of the player character’s actions. These recountings are not only concerned with
the final decision or outcome of the game, but also with many events throughout
its course, and since all of these events can play out in different forms depending on the player’s choices, the combined final narration can have hundreds of
variations.
One of the games that innovated and popularised multiple endings in video
games was Chrono Trigger. Not all the story-driven genres of video games put the
same emphasis on multiple endings, though it is a feature that is becoming more
and more standard. Generally speaking, multiple endings are most common in
those games that emphasise player choice, especially in terms of character development. Among these are CRPG and some types of survival horror games, like the
Silent Hill series. But more recently, even relatively straight first-person shooter
like Singularity have used multiple endings.
In terms of marketing, multiple endings are also a relatively easy way of
enhancing a game’s replay value, though this is much less effective in the ‘last
minute decision’-type such as Singularity. In this game, the player merely needs
to save the game shortly before the final decision and is then able to replay all of
the endings in less than half an hour. This is markedly different in a game like
InFamous, where the two different endings depend on the playing style throughout the whole game, whether the player has predominantly played as a villain
or as a hero. In order to experience both endings, the player will have to play the
complete game twice.
Before considering the non-unilinearity of gameplay, we have introduced the
concept of levels of observation, with the realization that non-unilinearity on one
level can be neutralised when only looking at a higher level. There might be different ways to cross one level, which makes the playing of the level non-unilinear,
but the progression of levels might be fixed, which makes this aspect uni-linear.
Admittedly, these levels are fuzzy: The only clear-cut difference exists between
the substructural level that defines all possible options and the microstructural
level that defines objectives to which the options can then be related. But, as we
have also seen, objectives can be multiple and can be structured and hierarchised
in different ways.
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79
The same fuzziness applies when we attempt to define which changes in the
game state are to be recognised as narrative changes to the storyworld, and therefore as branching continuations. From a strictly logical point of view, every game
state change is also a storyworld change. In this view, different storyworlds are
constantly branching off whenever the player makes even the slightest of inputs,
such as looking to the left or the right. It is obvious that such a position is unmanageable to say the least, and counterintuitive to the experience of playing such
games. It also clashes with the fact that games occasionally establish game states
at specific points in the game that are fixed for every run and completely indistinguishable from each other except for the way the player reaches them. The
most obvious examples are uniform ‘game over’ or ‘You Win!’ screens that appear
whenever a certain condition is met. But such states can also occur right in the
middle of gameplay, where one could call them points of convergence.
Whereas a node creates bifurcations that bring the different continuations
ever further away from each other, at a point of convergence, different player
choices lead to an identical game state (for example the player progresses to the
next level), and different storylines arrive at the same narrative conclusion. The
basic model for this would be a problem that offers more than one way to arrive
at the same solution. In terms of gameplay, points of convergence re-enforce the
uni-linearity that is demanded by the agonistic nature of so many video games;
in terms of narrative, points of convergence provide closure, the need for which is
often created through narrative urgency.
The point of convergence can be hidden diegetically. In Dragon Age’s
“Landsmeet”-quest, the player character has to confront a traitorous friend, trying
to convince a political assembly of his treason. Whether he succeeds is dependent
on a large number of decisions made earlier in the game. Success or failure are
therefore two different courses that the quest can take, but the reactions to both
are important here: in the first case, the player will challenge the traitor, deciding
between a duel and a full-scale battle. In the second case, the traitor will order
the player character’s arrest, resulting as well in a duel or a battle. Thus, both
variants will result in events that are identical when viewed from the gameplay
perspective and when seen as an isolated narrative event (‘The traitor fights the
player character’), though different when seen as an event in a narrative context
(‘The traitor challenges the player character and they fight’ – ‘The player character challenges the traitor and they fight’).
A complete point of convergence effectively functions as a negation of multilinearity, since it neutralises the consequence (in the sense of a variation of outcomes) of earlier choices. But not all points of convergence are complete in the
sense that they negate all consequences of earlier choices. Some of them function rather like bottlenecks that keep some aspects of the game from branching
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exponentially while providing enough space for other aspects to preserve their
differences.
This bottleneck function usually works from the complex to the simple,
meaning that the more complex aspects of a game – like the development of the
main storyline and the main objective(s) of the game – are reduced first by the
point of convergence, and the simpler ones – such as the character attributes of
the player character, minor changes in the storyworld such as bullet scars on the
wall, or changes to the game’s stats such as scores or the point in a continuous
in-game timeline⁷⁴ – are reduced only partially or not at all. CRPG using a continuously growing value of experience points, for example, never have complete
points of convergence.
Points of convergence can be used to identify different levels of observation.
As has been said, the point of convergence can only be seen as an identical state
in two different runs if one does not consider the way by which one arrived at it.
Therefore, by identifying this state as a point of convergence (‘The same thing
happened last time I played, even though I did something else before!’) one also
recognises that all of the (non-unilinear) variations that have led to it are of no
relevance to it. They therefore constitute a lower level of observation. The question whether a situation is nodal (in the sense of allowing for more than one continuation, and the difference being defined by ‘having different consequences’)
is then determined by the level one looks at. Consider chess once more: looking
at gameplay within a single game, there is an overwhelming amount of variance,
and therefore non-unilinearity. If one considers every move as a narrative event,
then there is an almost infinite number of stories to be told by playing again and
again. If one considers only the final state of the game (disregarding the individual pieces), the number is greatly reduced, to three. In chess, there is no significant difference in narrative proclivity between any move on the board and the one
move that determines the game’s outcome, not least because it has only one point
of (relative) convergence (win, loose, or tie). But video games often continuously
switch between open gameplay that is low in narrative proclivity and narrative
presentations that are largely passive. Many first-person shooters can be identified in this way as structurally little more than uni-linear level progressions,
where the player needs to arrive (non-unilinearly) at a specific goal (the end of
the level) and is then rewarded by an invariable cut scene that leads into the next
level. It seems therefore not unreasonable to call such games largely uni-linear
in their narratives, because the distinction is so clearly marked. Other games
74 Skyrim for example keeps track of the date within the gameworld. Since the beginning of all
quests (including the main quest) can be chosen by the player, the quests will happen at different
‘historic’ times, depending on the player’s choices.
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81
rather blur the lines, enriching the gameplay parts with narrative forms (e.g. by
having the characters talk in potentially divergent ways, or by using spatial narratives) and thus significantly change the player’s knowledge about the game’s
storyworld depending on her course, even though the storyworld’s state remains
unchanged at the point of convergence.
The narrative that can be experienced by the player while playing (an experience she is partly responsible for herself) and the narrative that is presented
by the game while ignoring her agency still often sit uneasily together, with presentation regularly reducing the non-unilinearity of a game’s narrative experience. Video games are both procedural and scripted, which is one of the reasons
for their great success, but it also means that they constantly have to negotiate
between openness and significance. The more interesting cases do this not by distinguishing between procedural gameplay and scripted narrative presentation,
but by integrating both structurally.
4.1 Non-Unilinearity in Quest-Based Narrative
The structural element most commonly mentioned when talking about actively
nodal narrative in video games is the quest. At its core, a quest is an identifiable objective that the player is given, but that is not necessarily identical to the
game’s overall objective. Therefore, Pac-Man or Space Invaders are not regarded
as using a quest structure. A quest usually consists of a quest-giver (often a nonplayer character, sometimes the gamemaster), a task that needs to be completed
by the player character, the player character’s activities to complete this task
(including specific efforts, overcoming obstacles, finding out about the right way
to complete the task), a notification that the task is completed, and a presentation of the consequences of the completion. Quest structures are most common in
CRPGs, but they are also employed in most open-world action adventures.
The term quest relates, on the one hand, to the fact that most games are
objective-driven, that is, they set a goal for the player to achieve in order to ‘win’.
On the other hand, it also suggests that some games contain more than one objective, and that it therefore makes sense to distinguish between different objectives.
And finally, the term implies that these multiple objectives are not merely progressive repetitions, but are perceived by the player as individual units. This is the
main difference between quests and levels. Progressive levels usually confront
the player repeatedly with the same objective that is merely varied in selected
aspects. Thus, in Space Invaders, the player might meet more or faster enemies
in each level, and in Tetris the speed of the falling blocks might increase, but her
objectives stay the same throughout the game: defeat the enemies, fit the blocks
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into the empty spaces. The variations might be considerably broader, as in the
different and often highly original spatial layouts of jump’n’run or platforming
games, but there is still mainly a feeling of progressive (and progressively more
challenging) repetition.
This is not to say that quests cannot be or are not arranged in progressive
sequences. Most games confront the player with quests in a clearly pre-structured
sequence that is often enough progressive in the sense that one quest needs to
be fulfilled before a new one becomes available. But there are important distinctions: there is no necessity to arrange the availability of quests sequentially, and
there is no necessary connection between the sequence of quests and their difficulty. In Tetris, it makes no sense to reverse the increase in speed from one level to
the next, since the repetitive objective will only remain interesting for the player
if the skill challenge is increased. By contrast, quests are often chosen for what
their objectives mean. Their objectives are understood by the player to be primarily motivated by their meaning for the storyworld, and only secondarily by
gameplay reasons. In Tetris, the player usually does not spend any mental energy
on imagining the specific kind of gameworld in which the speed of falling blocks
increases. They do become faster because that makes the game more challenging
to play. By contrast, the objective of a quest is usually explained semantically,
with reference to existents within the game’s storyworld. This is why quests are
generally considered to have such a high narrative relevance.
In many simpler games, the game objective is often stated before the actual
start of gameplay by the gamemaster (‘Defeat the alien invaders!’), whereas in
quest games, the player theoretically has no idea what tasks will await her, and
the information about them is provided completely within the gameworld. Like
all semanticizations of game rules, the narrative perception of quests is also an
illusion willingly made by the player, and there is great variation in the emphasis
that different games put into coaxing their players from a perception of gameplay necessities to one that is more strongly narratively motivated. As EgenfeldtNielsen, Smith, and Tosca write: “Ideally, quests are the glue where world, rules
and themes come together in a meaningful way.” (183) In almost all quest-based
games, solving a quest, even if it is not sequentially arranged, will also gain the
player a gameplay benefit, most commonly by improving some of the character’s
attributes. Through her actions, the player will automatically gain ‘experience
points’ which will make her character stronger, faster, or more resilient. This
means that the narratively perceived reason for undertaking a quest (‘I want to
kill the monster because the people of the village of x have asked me for it’) is
competing against a gameplay reason (‘If I kill the monster, I will get experience
points for it’). When the gameplay reasons become predominant, players will
engage in activities like ‘grinding’, where the same task is done repeatedly not
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83
because it makes sense in the storyworld but merely in order to gain experience
points. When this attitude is added to simple or lazy game design (or when it has
to work within the confines of a persistent gameworld such as in massive multiplayer online role-playing games [MMORPGs]), the narrative motivation of quests
can become a very thin veneer that is all too open to be ignored by players. This
is especially true for the repetitive multitude of so-called ‘kill’ or ‘fetch’ quests,
in which the player is asked by a non-player character to kill a specific amount
of enemies or to gather a specific amount of items. After the tenth or fiftieth such
quest, the semantic properties of the enemies or items hardly matter to the player
anymore. But there are also numerous examples of quests that are just the opposite: quests that are introduced by original characters, whose objectives are not
even clear until the player has invested energy to learn their narrative context,
and whose solution demands of the player to understand the semantic properties
of the storyworld.
In addition, because of their distributions within a game, quests are interesting for the relation between video game narrative and uni-linearity. As has been
pointed out, compared to levels, they are much less progressively⁷⁵ and therefore
uni-linearly structured. Ordering multiple objectives within one game by quests
opens diverse possibilities for non-unilinearity. And since one of the main features of quests is that they must be narratively perceived by players in order to be
playable, this means that quest-based games are highly capable of creating nonunilinear narrative structures. In order to understand the non-unilinear potential
of quests, one needs to look at the way that quests are combined within a single
playthrough.
As has been pointed out, quests can be combined in a progressive, causal,
and uni-linear way. This means that some quests will only become available to
the player once she has completed another quest. Such a sequence of progressive quests is called a quest chain. Quest chains are usually tied together by an
overarching objective and narrative. Thus, the attempt to find the player character’s father can be broken down into a series of individual steps that need to
be done one after the other and that all form individual parts of the quest chain.
In gameplay terms one can also note that the quests of a chain tend to increase
in difficulty. Quest chains are mainly used to provide the player with a central
and suitably complex storyline, and to ensure that certain areas of the game are
visited by the player in a pre-set order.
75 Not all level structures are progressive. One might think of a racing game that has different
race courses that could be considered as levels, but that makes them all available to the player
at once. But then, such games usually also contain tournaments that could in turn be conceptualised as quests.
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Generally speaking, only one of the quests in a quest chain can be attempted
by the player at the same time. And yet the number of games that enable only one
simultaneous quest is rather small. Most quest-based games rather turn players
into a modern business manager, balancing the demands of a multitude of tasks
at the same time. In these games, there is either more than one quest chain, or
there are additional quests that are not part of the chain, and that can be activated at the same time with the chain.
While some quests (mainly those that are part of a chain) are activated automatically through specific events in the game, most of them need to be started
actively by the player. Since these quests are almost always provided by an
intradiegetic agent (a non-player character, an audio message calling for help
etc.) they can be said to be distributed spatially, according to the position of the
quest giver in the gameworld. In order to start a quest, the player needs to find
a quest giver and interact with it.⁷⁶ Depending on the player’s freedom of movement, this means that the order of quests is not or not completely pre-structured,
but open to the player’s (spatial) choices.
Almost all recent quest-based games distinguish between two types of
quests: the main quest that in its entirety constitutes the main storyline and the
side quest, consisting of more or less independent narratives that are not causally connected to the main storyline. While the main quest is usually organised
as a sequential quest chain, side quests are more open. Therefore, main quests
mostly form a uni-linear storyline with the individual quests arranged progressively and in a fixed order. The main quest also introduces the most momentous
narrative changes into the gameworld, such as the death or emergence of major
characters or the destruction or saving of a city. Main quests have an overarching
objective that is defined at the outset of the game (‘Defeat the evil tyrant!’) and
that is often of major consequence to the player character (‘Avenge your father’s
death!’). After the completion of the main quest, a game is usually considered
‘completed’. Many games nevertheless enable the player to continue playing after
the completion of the main quest, creating an open-ended gameplay.
A side quest on the other hand is not part of the main storyline or quest chain.
Side quests are always optional, the player can choose to play them or not, with
no or only limited consequences within the game. In most cases, the function of
side quests is to provide additional gameplay challenges. Their focus is often on
the skill required to complete them rather than on their place in the gameworld’s
narrative, even if the game has a strongly emphasised storyline. This is often the
case in sandbox games like InFamous or Prototype. Here, many side quest mis76 The neutral form is used here because a quest giver does not need to be a person, it can be an
object that the player character finds, or an event that he perceives.
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85
sions are merely tests of skill, such as parcour racing. They are not legitimised
or even explained diegetically (it makes no sense that the protagonist, faced
with a deadly viral epidemic, would engage in parkour racing at this moment)
and can be repeated infinite times. On the other hand, games like most CRPGs
that stress the non-unilinearity and richness of their storyworld might make side
quests high in narrative proclivity and integrate them closer into the storyworld.
This can range from the blatantly stereotypical (‘Kill 10 wolves. Now kill 10 more
wolves.’) to fully-fledged mini-narratives, as in Fallout 3.⁷⁷
Generally speaking, the main quest is obligatory and the side quests are
optional, though different games handle this differently. The more a game’s
design tends towards a sandbox style, the less a player will feel obliged to follow
the main quest in order to be able to appreciate the game’s values. On the other
hand, side quests are rewarded by the game, mainly through character development and in-game currencies. It is mainly the inclusion (and rising appreciation within game design) of side quests that make CRPGs the genre within video
games that most successfully transcends uni-linear storytelling. Concerning the
uni-linearity of game-storytelling, the focus must be on the interaction between
main and side quests, since the more the difference between an obligatory master-plotline and optional sidelines is abolished, the less uni-linear a game’s storytelling becomes.
The most restricted form makes all progress of the player within a game
dependent on his fulfilment of the main quests. Thus, doors might not open
before a certain task is accomplished, some items or non-player characters might
not be available, etc. Side quests for this type tend to be of the ‘fetch and carry’
kind with little or no narrative content or significance. Frequently, their availability is tied to the progression of the main chain: they only become available when
the player is in a certain area or after certain events have happened.
Most CRPGs use this form at least for an initial stage that often serves to
establish the character (and its attributes) as well as being a tutorial for the
player. Thus, in Fallout 3, the player character starts as a toddler in the secluded
(and hermetically sealed) world of a fallout shelter, growing in three episodes to
a young man/woman before he can exit this place and enter the open world that
is the game’s main setting. From then on, the player still has a main plotline, but
she can potentially go wherever she wants to. Similarly, the game Fable starts
with the character as a small boy who has to perform one pre-scripted task before
he is taken to a place of training (thus giving rise to small tutorial tasks for the
player). After that training, the character can freely enter the world of Albion.
77 The lack of diegetic legitimization of side quests has already led to parodist satirizing, for
example in the game DeathSpank.
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Thus, the main gameplay of these games constitutes a different form of relation:
the (relative) independence of side and main quest.
Many recent CRPGs follow this structure that combines a main quest (usually
identified in the quest log as a different or special type of quest, but also recognizable by the higher significance of its outcome) with numerous and narratively interesting side quests. Often, there are no gameplay punishments for not
completing the main quest (though there might also be gameplay rewards, such
as a higher number of experience points for the completion of a main quest by
comparison to a side quest). The main factor here is the lack of time-restrictions
for the completion of the main task. If the player had only a limited amount of
time to complete the game’s main objective, she would be strongly discouraged
from spending any of that time on an unrelated task. Games with side quests
therefore do not have a general countdown, the player has an unlimited amount
of time. This can create the problem for game designers how to keep the player
interested in the main quest chain and how to maintain a suspenseful sense of
urgency when there really is none. The solution to this is narrative immersion: it
is only through narrative strategies that a sense of urgency can be created, even if
this urgency is not really justified by the game system and its rules.
Narrative encouragements can come from the commentaries of non-player
characters (‘I think you should go and talk to the Guildmaster, he seemed to be
desperate…’), the higher emotional involvement of the character (‘Find your
missing father!’ as opposed to ‘Go to the forest and kill x werewolves!’), or the
greater significance for the storyworld (‘save the world!’). Narrative encouragement for the main quest can also be evoked through the exposition that leads
into the game. Dragon Age starts with a long cut-scene that not only tells of a first
invasion of dangerous forces 400 years ago, but also of the imminent danger of a
new one in the game’s present. In fact, the narrator muses that it “might even be
too late” to repel this danger, providing an overall atmosphere of insistence and
urgency. Though the player knows that there is no countdown towards doom, for
the player character there is indeed. Throughout the game, non-player characters might remind the player character of his obligations, sometimes constantly,
and sometimes right after a task has been accepted by the player, as in Red Dead
Redemption.
In Morrowind, already the opening cut scene as well as the beginning of the
gameplay stress the game’s open-ended structure as well as the relative importance put on character. The first motto states that “without the Hero, there is no
Event”. The next text makes clear that no disclosure is to be expected from the
exposition, and therefore (not yet) any emotional involvement of the player/character in any specific storyline, except for a very vague promise of significance
(‘You were chosen’). In the intro to Fallout 3, a similar emphasis is implicitly put
Non-Unilinearity in Quest-Based Narrative
87
on openness. The very first sequence is first of all a world-establishing shot, and
the later voice-over narrative stresses both the repetitiveness of human violence
(taking away urgency) and the ultimate stasis of the character’s starting situation
in the hermetically sealed “Vault 101”.
Many recent games can be taken as examples of a relative independence and
importance of the side quests, to the point that players for a while might even lose
sight of the game’s main objective. Most of the games that focus on spatial exploration fall into this category. In Assassins Creed 2, of the 200 missions, about half
are side quests. Just as in InFamous, or Just Cause 2, navigation is as much vertical
as it is horizontal, since the player can attempt to climb any building encountered
in the game. In both games, numerous collectibles are scattered throughout the
gameworld and are often found in hard to reach places. As there are rewards for
collecting, the navigation turns into an end in itself. In Red Dead Redemption,
though basically all the normal quests are part of the main quest chain, the game
puts a lot of effort into ‘distracting’ the player from these quests. These distractions are enabled through the (visually appealing) open-world structure of the
game and the numerous random encounters while navigating the game world.
Such encounters can range from various animals that are able to attack the player
character or can be hunted by him (for which he will earn special achievements),
to damsels in distress, gunfights and robberies as well as several mini-games that
the protagonist is being invited to. As one encounter can lead more or less seamlessly into the next, the effect is that the player might forget for quite a while what
she is supposed to do according to the main quest. The Fallout games also range
heavily in this category. Besides the many (fully scripted) side missions that can
be encountered in the game world (and for which it is often necessary to go where
the main quest chain would never lead the player), there are even more places
that provide gameplay challenges (enemies), rewards, and narrative proclivity
(through intensive use of spatial narrative, see 4.2.2). It is easy to lose track of
even a side mission through the pure joy of discovering. The Fallout games also
fall into the somewhat smaller category of games that invest their side missions
with an unusual degree of narrative proclivity, so that they become full-fledged
stories in themselves that are richer and deeper than many main story lines of
other games. All games of this type are from the CRPG genre. Besides the Fallout
games (probably the best examples existent) one could name such games as the
Elder Scrolls series, or Deus Ex: Human Revolution.
Finally, there are quest structures where main and side quests actually influence each other, further diminishing the distinction between them. In this type,
not only are the side quests independent of the main quest, but their completion
actually has an effect on the events of the main quest. In the most extreme case,
this means that the difference is abolished and instead there is more than one
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way of arriving at a certain narrative goal (that serves as a point of convergence).
A rudimentary form of this type is regularly achieved by the fact that side quests
contribute to the character’s development, though most often only in the form of
his attributes. Thus, the completion of a side quest will gain the character different
sorts of in-game currency that can be used to improve his capabilities (strength,
armour, weapons etc.). Depending on whether she chose to complete the side quest
or not, she will approach the next main quest with different capabilities, making it
easier or harder (as she also might have lost health or ammunition during the side
quest, e.g. forcing her to use stealth instead of force) to complete.
But especially in games that put a strong emphasis on non-player character factions (like Fallout: New Vegas or Skyrim), quests that are optional for the
completion of the main quest chain can nevertheless influence the way that the
latter plays out. In Skyrim, for example, the main quest chain is concerned (as
is common for the genre) with a world-threatening enemy that must eventually
be defeated. But at the same time, the land is also divided in a civil war. The
player character is repeatedly asked to take sides in this war, though this is not
necessary for the completion of the main quest. And yet, if the player character
does participate in the war, the side he chooses and events within it will strongly
influence aspects of the main quest. This complicated structure of interrelated
but optional quests makes games like Skyrim and Fallout: New Vegas some of
the most advanced examples of a deep and yet non-unilinear narrative in video
games to date.
Besides asking how the total number of different quests is distributed and
connected in a single video game, one can also look at the way that individual
quests are structured. This mainly concerns the options that players get for completing the task set by the quest. These structures are related both to gameplay
and narrative, as different ways of achieving a goal will lead to the experiencing
of different narrative events by the player.
Most quests in video games use a uni-linear structure, which means they
define a goal that will only be reached by successfully choosing and mastering
a number of intermediate steps organised in a fixed and progressive sequence.
This structure is reflected in the imperative mode in which walkthroughs instruct
potential players how to successfully complete a quest. This is an excerpt from a
walkthrough to the early adventure game Police Quest:
The dressing room. Walk to your locker and open it. Type ‘CHANGE CLOTHES’ Now you
will get information saying that a shower would do just good, but we haven’t got time for
that yet. Type ‘CHANGE CLOTHES’ again. You’re not going to shower until it is said so.
Type ‘TAKE THE KEYS TO THE CORVETTE’ Close the locker and leave the dressing room.
(Giovetti)
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89
Many if not most quests in video games take on a similar form, with a clearly
prescribed set of actions that need to be performed in the right sequence for
success. The player character might for example come to a village. On the way
to the village, he has passed through a wolf-infested forest. Several wolves had
attacked him and he had to kill them in self-defence. In the village he meets the
mayor, who tells him about the problem they have with wolves in the forest,
asking him to kill at least ten of them, thereby giving him a quest. The fact that he
has already killed more than the required ten wolves does not lead to the instantaneous completion of the quest, though, because they had been killed out of
sequence and ‘do not count’. The player character has to go back to the forest
and kill 10 more. One might call this bad game design, if narrative immersion is a
desired goal; in any case it is excessively uni-linear, as the structure of the quest
cannot be influenced by events outside of it. There is still non-unilinearity, simply
because players have the option to do things that will not lead to success, but the
focus is clearly on the uni-linear correct sequence.
Besides these cases, quest structures can also be non-unilinear in their way
to success, which means that there is, at least at one point, more than one option
for the player how to proceed in the solving of a task. Again, this classification is
only meaningful when related not to the substructure of the minutest actions, but
to the microstructure of meaningful actions. The simplest non-unilinear structure gives the player a number of sub-tasks, all of which will lead to the main
task’s completion, but which can be approached in any order the player might
choose. In a typical example, the player will be asked to gather different items
that – when combined – fulfill a function such as the parts of a bomb or of a
bomb disarmament device. Also the ‘Kill ten wolves’-quest described just now
is non-unilinear in this respect, since there is most likely no order in which the
individual wolves are to be killed.
Quests that allow for multiple ways to fulfill their objective, but only have one
state of successful completion are sometimes said to have a ‘python’ structure
(resembling not so much a python as one that has swallowed a large animal).
The completion of the quest acts here as a point of convergence, so that nonunilinearity can only be claimed for within the quest. Of course, with the widespread inclusion of experience points of some kind, even python structures will
lead to slightly different end states, as the way or strategy taken has influence on
the accumulation of experience points (or any other value that is dependent on
player actions). Thus, taking a longer and more difficult way towards a goal with
more obstacles might leave the player at the end of the mission with comparably
higher stats, which in turn will influence the gameplay from that point on.
Strictly speaking, almost every quest has this structure, as the complexity
of games and player input make it virtually impossible to fix only one possible
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solution to a goal. This would only be possible in extremely abstract games and
fully impossible in simulative games containing navigable space. But there are
huge differences in the significance of these variations, from crossing the room
in a slightly different way to using a completely different strategy. This latter end
of the spectrum has by now become almost a marketing necessity for advanced
and complex CRPGs. The recent game The Witcher 2, for example, was advertised by a commercial that specifically addressed the ‘python’ structure of a quest
where the protagonist needs to break out of a prison, interestingly presenting it
as conflicting accounts of this prison break through different non-player characters.⁷⁸ Another game that has put a lot of emphasis on leaving it up to the player
how objectives are being completed is Deus Ex: Human Revolution (2011), following the groundbreaking structure of the original Deus Ex from 2000. Major tasks
like getting information from a police station can be attempted in at least three
very different ways (using social skills with non-player characters, sneaking in or
starting a violent attack), and non-player characters and even newspapers found
in the gameworld will start to comment on the way that the player has chosen.
This structure can even be found in first-person shooters. In Crysis 2, when
approaching a hostile situation, the game will notify the player that “Tactical
Assessment [is] Available”. The player character can then put on a special visor
that will tag different objects in the immediate vicinity together with their use
for different tactical strategies, such as ‘Flank’, ‘Resupply’, or ‘Infiltrate’. It is left
up to the player to follow any of these tactical suggestions, but the choice will
strongly influence the way that an encounter is engaged, employing different
routes, weapons, abilities and strategies.
The advantage of this form for game designers is that it provides some nonunilinear experience while not excessively proliferating the potential game
structure and therefore content that needs to be produced but will not be experienced by the player. Still, python structures are ambivalent in their relation to
the game’s non-unilinearity. Depending on whether one looks at individual situations or general structures, they can be regarded to either emphasise openness
and non-unilinearity, or to enforce closure and uni-linearity. It is important to
note that the different evaluations are all based on the narrative packaging of
the structure, not on the structure itself, which remains unchanged. The difference lies in the way that game design puts this structure in relation to its mode
of storytelling.
The python structure is least aesthetically satisfactory when its function is
merely to create the illusion of agency without any willingness on the part of the
78 “The Witcher Assassins of Kings Escape the Prison Story Trailer”.
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91
game design to actually grant any. This is experienced as a disruption of narrative consistence with the result that the (narrative) consequence of decisions
becomes de-emphasised. Deus Ex: Human Revolution exemplifies this problem.
As has been said, this game strongly emphasises the player’s agency in how she
wants to play different quests (making it for example possible to consistently
choose between violent and non-violent solutions) and even further strengthens player agency through actually branching options. But for all this, the game
will, at specific points, force events containing player character decisions on the
player through passive cut-scenes or through certain enemy encounters that can
be solved only in one way, something that is experienced as highly jarring with
the freedom that the rest of the game allows and that has been a constant focus of
criticism in the initial reviews.⁷⁹
A truly non-unilinear quest structure is one in which the player can make different choices that will lead to different results, all of whom are equally validated
by the game. Every quest has theoretically a branching structure with the two
options ‘Mission complete’ and ‘Mission failed’, but the second one is usually
not acceptable to players, as it will either end the game or automatically force the
player to repeat the quest. Thus, in effect, such quests only have one validated
resolution.
Again, one needs to distinguish between main and side quests. Since side
quests are by definition not necessary for the completion of the game’s main
objective, the player can indeed accept failing one of them (unless this failure
means the death of the player character) and continue playing. This makes
branching structures much easier to implement in side quests, though, depending on the level of observation, one can also regard them as ‘python’ structures,
if their potentiality is of no consequence to the main quest line that will then act
as a point of convergence.
In InFamous, the player encounters a number of side and main quests that
enable her to act in a ‘good’ or in an ‘evil’ way, mostly by deciding whether to help
other non-player characters or to merely work for the player character’s own gain.
Thus, these quests have a branching structure with two different options. The
respective decisions will gain the player character ‘karma points’ that influence
his position on a scale between good and evil. The ‘karma’ value can have slight
effects on the gameplay, but the decision will in no way alter the narrative content
of the next main quest that the player starts with regard to the cut scenes that are
part of the quest. It also has very little influence on the narrative experience of
playing the quest (in that non-player characters uninvolved in the quest might be
79 E.g.: “Poor boss fights remove the element of choice” (VanOrd). Cf. also Hussain and Reiner.
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more (good karma) or less (bad karma) supportive of the player character, commenting, applauding, or throwing stones at him or his enemies).
Of more narrative consequence are the branching quest structures in storyworld-centred CRPGs like the Dragon Age or Fallout games. In Dragon Age, the
player has to decide during some quests which of two or more opposing nonplayer character factions to support. The following quests are not influenced by
this decision, but at the very end of the game, the factions that the player character has supported will come to his aid against the final enemy, while the other factions will remain absent. At a different point in the game before the main battle,
one main quest takes the shape of a political gathering (called ‘Landsmeet’) in
which the royal succession of the storyworld’s kingdom is to be determined.
This highly complex quest can take a number of different courses depending
on decisions made earlier in branching side or main quests as well as on decisions made during the quest itself. Decisions in the earlier quests will have influenced the loyalty of non-player characters that will in turn speak in favour of or
against the player character at the gathering, and they will have influenced the
behaviour and attitude of central non-player characters, such as the willingness
of two characters to join their hands in marriage to rule together. Other aspects
that will influence the quest are the ‘race’ and gender of the player character
(the latter will have had an influence on the player character’s interactions with
some non-player characters). There are ten major variations to the outcome of the
Landsmeet,⁸⁰ though they all have one thing in common: they are all followed
by the same next main quest. Thus, judging whether this quest and the narrative
that it conveys has a branching structure is again a matter of perspective or of the
level of observation. Games like Dragon Age provide instances of widely branching plotlines even though they do not strictly adhere to an arborescent structure
for the game’s narrative as a whole.
But it is even more complicated than that: all of the various courses that the
Landsmeet quest can take are eventually⁸¹ followed by the quest involving the
‘final battle’ against the game’s main enemy. As has been shown, this battle will
play out slightly differently according to decisions made earlier in the game, as
different non-player characters will come to help. Yet some elements of the quest
will invariably remain the same, such as most of the cut-scene dialogues and the
enemies that are encountered. Again, how is one to determine whether – and in
how far – versions of this quest differ from run to run?⁸²
80 Cf. “Possible Landsmeet Outcomes”.
81 Eventually, because even after completing the Landsmeet quest, the player can still choose to
visit most places in the gameworld and complete some of the remaining side quests.
82 For a reference to the multiple endings of DA:O cf. “Epilogue (Origins)”.
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93
Finally, and in strong contrast to the earlier example with the forest wolves,
it is possible that the structure of a quest is fundamentally influenced by events
outside of that quest, usually prior to the beginning of a quest. This leads to a
much more dynamic and narratively immersive experience by the player, since
it both strengthens the impression of narrative coherence of the gameworld (as
events that should make a difference actually do make a difference) and of the
openness of the narrative, as the range of options is increased. Logically speaking, this means that there are two or more quests that are similar to each other,
only one of which will become available to the player, depending on certain preconditions at the time of the quest’s activation. But the player’s experience will
more likely be that there is one quest that changes according to decisions made
earlier.
The Fallout games use this structure repeatedly in their attempt to create
non-unilinear narrative experiences. This is at its most intricate in Fallout: New
Vegas with its complex system of non-player character factions. Helping or fighting different factions (mainly through side quests) will lead to differing relations and will shape the availability or structure of many other side quests. If the
player character is a mortal enemy to one faction, a quest with one of the faction
members asking for help will simply not be available, or the solution to a quest
will differ because the player character cannot rely on the help of that faction in
solving the task.
Truly branching and dynamically adapting quests with strong and complex
fictional semanticization are clearly a minority among the many quests offered
to players of video games, and they are mainly restricted to a specific genre, but
their existence shows the capabilities of video games as non-unilinear storytelling devices. And, depending on whether one looks at the structuring of all the
quests in a game or at the structure of an individual quest, the actively nodal
nature of video games makes all quests (and also individual levels) develop in a
non-unilinear way.
4.2 Non-Unilinear Narrative Outside of Quests
Not all of the narrative content of a video game is directly related to the quests
that structure most narrative games, though they might be most easily recognizable as narrative forms. The most important elements of video games that players
encounter independently of the objectives of quests and the events that unfold
through them and that can increase narrative proclivity are navigable space and
the construction and perception of the player character. Both of these areas can
not only heighten the player’s perception of a gameworld as narrative, the narra-
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tives that are provided through them can also be highly non-unilinear, in the case
of spatial narratives almost necessarily so. This is because these areas often are
much more reliant on a larger variety of player choices than the development of a
quest, or the ordering of different quests in one game.
4.2.1 Character
Of course, the openness that is potentially possible is still largely dependent on
the options that games allow. This is especially true for character construction
and perception, since that can range from very limited to very open forms. ‘Character’ mainly refers to the construction and perception of the player’s character
(often called an ‘avatar’). This character is most commonly referred to as the
protagonist of the game or as the player character and it is distinguished from
the non-player characters. Character conception can be differentiated on the one
hand between characters that are stable and those that are dynamic, and on the
other hand between those that are presented with preconceived narrative attributes and those that are a blank slate, to be filled by the player with narrative
meaning.
Video game characters can be completely static, that is, no aspect of them
is changed throughout the playing of a game, no matter what choices the player
makes or what actions she performs. However, since video games are usually
objective-driven, setting a task that the player needs to complete by using the
player character, even the generally stable ones are dynamic insofar as they are
thinkable in a state of ‘attempt’, ‘success’ or ‘failure’. Since in most of these cases,
the latter two states exist only outside of the gameplay proper (as a general ‘game
over’ state either indicating success or failure), one can claim that these characters are static to the player’s experience. Examples of this are characters from
jump’n’run games that have only one ‘life’, as in I Wanna Be the Guy.
A first differentiation can be introduced with characters that have more than
one ‘life’, since their state changes during gameplay as soon as they lose one of
these lives. Examples of this would be early jump’n’run games like Super Mario
Brothers or Donkey Kong. This mutability can affect different aspects of a character, such as the character’s appearance or his attributes with many games allowing for very complex visual character creation (though the results are hardly as
varied as one might expect). Although some single-player role-playing games give
the player an avatar that is largely predefined for the sake of telling a specific
story, many role-playing games make use of a character creation screen. This
allows players to choose their character’s sex, their race or species, and their
character class. Although many of these traits are cosmetic, there are functional
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aspects as well. Character classes will have different abilities and strengths.
Common classes include fighters, spell casters, thieves with stealth abilities,
and wizards with healing abilities. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player’s performance
in combat. Mental attributes such as intelligence may affect a player’s ability to
perform and learn spells, while social attributes such as charisma may limit the
player’s choices while conversing with non-player characters.
In most cases, such ‘branching’ (deciding whether the character should have
long or short hair, etc.) happens even before the actual gameplay starts, and the
result remains fixed throughout the rest of the game. Some few games continue
to change the player character’s appearance during the game in reaction to the
player’s decisions, most notably the games on the Fable series, but also some
Grand Theft Auto titles. In addition to that, most CRPGs let the player choose different pieces of equipment for the player character to wear and will reflect these
choices in the visual presentation. This is even more important in multiplayer
games, where players often feel the need to distinguish themselves from the many
other players online through a distinctive look.
By far the most common type of character dynamic, and one that has a wide
range of applications, is that relating to the player character’s attributes. Characters in video games are strongly defined by the things they can do. Some games
feature characters that can climb vertical surfaces (InFamous, Assassins Creed)
or even run up them (Prototype), others have characters that, though obviously
physically highly capable, cannot (Fallout 3). Many characters are able to do
things that real humans cannot do, such as firing lightning bolts from their hands
(InFamous). These abilities are usually referred to as ‘powers’, and they are only
gradually acquired during the game. Thus, a character starts a game with a relatively limited range of options that constantly increases. This increase can be unilinear, when a character acquires powers as a necessary consequence of progressing uni-linearly through a game. Or it can be non-unilinear, when the player can
choose between the acquisitions of different powers that are purchased through
an in-game currency, like experience points. The acquirable skills are usually
arranged on a ‘skill-tree’, branching into different areas – there might be skills for
fighting, for crafting items, or even for social interaction. As the ability to acquire
such skills has to be earned through performing specific gameplay actions, they
are a limited resource, and the games are balanced in a way that it is almost
impossible to choose all of the skills. Thus, decisions are necessary and of a high
degree of irreversibility. Since it takes a lot of gameplay time to acquire several
consecutive skills that form one branch of the tree (becoming an expert magician
or blacksmith, for example), going back on these decisions through older savegames would mean the loss of this time and the ‘work’ invested in the character’s
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development. CRPGs often justify the ‘role-playing’ in their genre description
through the range of options that they give players to choose different skills for
their characters, which are organised in ever more complex skill trees.⁸³
Character attributes can be seen to have relevance both for gameplay and the
narrative perception of a game. While they often enough have influence only on
the playability of a player character and his performance within situations with
low narrative proclivity, they can also influence the narrative content of a game.
For example, some narratives/quests can only be accessed when a character has
reached a certain amount of experience points, or some dialogue options will
only be available when a character’s social attributes have reached a certain level
(e.g. in Fallout 3). The relationship to different non-player character factions will
often define the character, who might be asked to join a guild of thieves, or, as
in the case of Fallout: New Vegas, choose between helping or opposing a ruthless, slave-owning tribe of aggressive warriors and a more restrained but rather
oppressive military organization.
An interesting case is the use of drugs in Fallout 3. There are numerous substances that can be found or bought by the character throughout the game that,
when taken, enhance certain of his attributes. Using one of these substances
too often, though, will lead to an addiction that results in a decrease of certain
attributes, when the substance is not taken any more. The gameplay advantage
that the substances represent is thus not as straightforward as it usually is with
attribute-enhancing in-game items. Rather than just using such items whenever
available, the player has to decide on a play-style that can be experienced as part
of the fictional character’s conception: is the character a person who risks the
negative effects of addiction to benefit from the drugs’ effect, or does he constantly use the drugs anyway, resulting in the permanent need to find or buy new
ones, or would he rather not use them at all, selling them instead for a profit?
Some games further emphasise the narrative grounding of character attributes by the way they are selected in-game. Instead of the player simply choosing a
certain character class with the associated attributes, she is being given a number
of questions, most often asking for actions in situations of moral dilemma. Her
answers then influence the class that the computer chooses for the player. All of
the questions describe mini-narratives that enrich the player’s understanding of
her own player-character. This form is used for example in Ultima IV, Morrowind
and Fallout 3.
The most common, though not always the deepest, narrative potential for
character attributes lies in their enabling the role-playing element of games with
83 For information about the skill trees of Skyrim, cf. Cheong.
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non-unilinear character development. This is most pervasive in games that follow
the classic RPG model. It is somewhat less so in the newer genre of open-world
games that merely allow the player to choose between a number of ‘powers’⁸⁴
(such as Prototype), even if the powers are divided into moral opposites, as in
the InFamous games. In these games, some powers can only be acquired by
characters who have made enough morally good (or bad) decisions, but their
use in gameplay does not differ in a narratively relevant way. This is different for
complex CRPGs with their wealth of character options to choose from, options
that go beyond exchangeable fighting styles like wielding a one-handed or a
two-handed weapon. The game Skyrim, for example, offers the player 18 different skills to develop, many of which have the potential to influence the way that
the player interacts with the world. Equally, they influence her narrative conception of the character and even her narrative experience of the gameworld. The
game allows the player to create many items that are useful for gameplay through
crafting, for which certain skills are necessary. A player who is interested in
becoming an excellent blacksmith, for example, will most likely seek out forges
for practicing her craft and mines for getting the raw materials. As with the also
available enchantment or alchemy skills, smithing has no direct relation to the
game’s storyline, but is an optional way to both flesh out the character and help
the gameplay (as the character can then create powerful weapons or earn gold to
buy important items).
Such games give the player the option to choose between different ways of
how they want their player character to interact with the world. These options
combine gameplay with the narrative conception of the character. To choose
between a character who is vulnerable to attacks but highly skilled in sneaking
into a building and another one who can force entry by superior force leads to a
vastly different gameplay experience and to the creation of a different idea about
the player character in the player’s mind. The character then ‘is’ someone who
would use force, or on the contrary ‘is’ someone who would rather use stealth.
How markedly the gameworld reacts to such character choices in different ways
is of course dependent on game design. An endless stream of near-identical
fantasy-themed and shallowly designed CRPGs has rendered such choices more
often than not pointless and devoid of any real consequence, but others like Deus
Ex: Human Revolution put a lot of emphasis on acknowledging the player’s character-based decisions within the gameworld.
84 ‘Powers’ are often combat-centred, but more generally they refer to any capability that the
character can have and that will in at least one situation expand (or even limit) his range of options. A notable example of non-combat oriented capabilities are rhetorical and crafting skills
in CRPGs.
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One further distinction in character conception for video games is whether
the game ascribes narratively relevant information to them or not, independent
of player choices. Among such information can be a name, the back-story up to
the point that the gameplay begins, or any further information on their personal
character. The existence or absence of such information will strongly determine
the type of role-playing that the game allows. The more information is given, the
more the player understands her task as ‘fulfilling’ the requirements of the role
that the information indicates. If, on the other hand, the character is a ‘blank
slate’, that is, nothing or little is known about him, it is the player’s task to invent
a role and to act accordingly. The role becomes scriptable.
The difference between pre-scripted and scriptable character conception
is to an extent mirrored by the difference between Western and Eastern (mainly
Japanese) CRPGs. Two clear examples from opposing sides are Final Fantasy XIII
and Fallout 3. Consequently, Final Fantasy XIII starts its narrative ‘medias in res’,
much to the confusion of the player, who for a long time is unable to make sense of
what is happening and how the characters react, until the back-story is gradually
cleared by flashbacks and verbal revelations. The characters are not presented as
open to interpretation by the player, much less to have gaps which can be filled by
the player. Instead, it is part of the reward structure of the game that the gaps in
knowledge are gradually filled by the game through passive cut-scenes whenever
the player has accomplished a specified gameplay task. Fallout 3, on the other
hand, literally starts ‘ab ovo’, with the birth of the player character, who turns out
to be whatever the player wants her (or him) to be. There is of course some prescripted information, but much is left vague with the express offer to the player to
fill in the gaps. Another common and quite overused plot device to enable such an
open character conception is to have an amnesiac character that does not know
his or her own back story at the beginning of the game. Thus, everything the player
can know about the character will be determined by what the character does
throughout the game, and this, in turn, is dependent on the player.
4.2.2 Spatial Narrative
We have already looked at the range of openness that a game’s design of navigable space can enable and the degree of non-unilinearity that this allows for
gameplay. Such non-unilinearity obviously also has a large influence on the narrative perception of a walkthrough by the player, since multiple paths will also
lead to the experience of different narrative events. But apart from this connection of gameplay and narrative paths, the experience of space itself can heighten
a game’s narrative proclivity. Game spaces have a very high narrative potential,
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as they have “the ability […] to evoke the mental representation that we call
story” (Ryan, Theorizing Narrativity 412). And they do that as an integral part of
the gaming experience, rather than an external element like a cut scene. This
is maybe the most important reminder or qualifier when talking about narrative
and games: narrative is what happens in the minds of those who experience. As
humans, we experience life – our presence and agency within it –, and we make
sense of it by casting it in the form of narratives. Now, it is the magic of fiction to
make us experience something that is not us, an experience that is again cast as
narrative. While classic narrative media like prose or cinema tend to de-emphasise our presence and to substitute it with the presence of the other, actively nodal
media like computer games stress our presence, but they still retain the element
of (fictional) otherness: the player experiences her presence within the navigable
space of a computer game, but it is not identical to her own space, as her avatar is
not identical to her. The difference between the two is narratively relevant fiction.
Game spaces are spaces that we can experience through our presence within
them as other spaces. And this otherness is conveyed by giving this space a story
of its own, a story that the player will come to understand through experience and
influence through agency. In video games, spaces tell their own stories, that is,
they provoke the player to construct these stories within her mind. This provocation is achieved by different methods, which will be sketched in the following,
under the general term spatial narrative.
Spatial narrative as a term is suggested as the opposite of sequence narrative,
i.e. narrative that happens primarily as a sequence of events in time, and that is
presented as a recounting of these events through sequentially arranged signs,
such as words on a page. Sequence narratives are conveyed through concrete narrative artefacts that usually name states and chronicle state changes. Spatial narratives do not necessarily do so, this is why they do not look the same, though
their effect within the perceiver is similar. Obviously, spatial narratives are especially dominant in computer games that use navigable space. Henry Jenkins has
argued for the fundamental difference between sequence and spatial narratives:
Spatial stories are not badly constructed stories; rather, they are stories which respond
to alternative aesthetic principles, privileging spatial exploration over plot development.
Spatial stories are held together by broadly defined goals and conflicts and pushed forward
by the character’s movement across the map. (Jenkins)
Another currently used term for spatial narrative is environmental storytelling, a
term suggested by Don Carson and further theorised by Jenkins. Carson started
out from his experiences as a designer of amusement park rides, stating that “it is
my objective to tell a story through the experience of travelling through a real, or
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imagined physical space. Unlike a uni-linear movie, my audience will have choices
along their journey. They will have to make decisions based on their relationship
to the virtual world I have created, as well as their everyday knowledge of the physical world. Most important of all, their experience is going to be a ‘spatial’ one.”
(Carson) In a very similar sense, Jenkins talks about “games less as stories than
as spaces ripe with narrative possibility” and sees “game designers less as storytellers and more as narrative architects”. He then enumerates four ways in which
“[e]nvironmental storytelling creates the preconditions for an immersive narrative
experience: spatial stories can evoke pre-existing narrative associations; they can
provide a staging ground where narrative events are enacted; they may embed
narrative information within their mise-en-scene; or they provide resources for
emergent narratives.” Two of Jenkins’ ways are of direct relevance to this analysis of spatial narrative and will therefore be discussed here; the fourth (emergent
narratives) seems to rather lead away from the purely spatial focus, and the third,
Jenkins’ concept of ‘enacting stories’ and micronarratives⁸⁵ is somewhat fuzzy. A
possibly better way to deal with these phenomena is by using the concept of the
event trigger. As has already been shown, an event trigger is an action performed
by a player that triggers a narratively relevant event that would not have occurred
or started without this action. In most cases, event triggers are spatial choices, that
is, the event is triggered by the player moving to a certain point in space.
Evocative spaces, according to Jenkins, are spaces that refer to or evoke previously existing conceptions of spaces, for example by relating to certain genres
like the haunted house stories, or to fictional franchises like Star Wars. These
spaces heighten narrative proclivity because they remind the player of narratives
she has already encountered. “In such a system, what games do best will almost
certainly centre around their ability to give concrete shape to our memories and
imaginings of the storyworld, creating an immersive environment we can wander
through and interact with.” (Jenkins) While spaces, or rather: the specific look
and design of spaces, trigger narrative content, this content is all derived from
memory, consisting of pre-existent scripts that the player recalls and incorporates
into her experience of space.
One example might be the genre of the ‘foot soldier re-enactment’ computer
game, where well-known large-scale fictional combats can be re-experienced by
the player not through the character of one of the protagonists, but through that
of a common soldier, like the Star Wars Battlefront series or Lord of the Rings:
Conquest. While not experiencing the original story events, and possibly never
85 “Micronarratives may be cut scenes, but they don’t have to be. One can imagine a simple
sequence of preprogrammed actions through which an opposing player responds to your successful touchdown in a football game as a micronarrative.” (Jenkins)
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meeting any of the well-known characters, the players nevertheless immediately
recognise the spaces they are navigating/conquering/defending as part of the
larger narrative of the fictional franchise. When looking at Lord of the Rings: Conquest, it is obvious that the main evocative element is visual, as the spaces are
carefully constructed to resemble those of the movie version rather than being
faithful to the book descriptions.
Another very intriguing example is the level design of Brütal Legend that is
heavily inspired by the artwork of heavy metal covers.⁸⁶ Thus, even though the
settings are not directly recognizable references to narrative franchises as in the
Lord of the Rings game, they are still highly allusive and rich in evoking narrative
potential. In this case, it is exactly their lack of a concrete and unambiguously
recognizable reference that makes them so successful in evoking narrative. The
setting called Screaming Wall, for example, a wall consisting purely of loudspeakers, and reminiscent of heavy metal stage design, has won the Escapist’s award
for “Most Ingenious Location”. The task of the player is to go to this wall and
retrieve a number of speakers as ‘acoustic weapons’ in the ensuing fights. It is
an interesting example of how a visual scenery that is familiar to fans of heavy
metal concerts (and that has always been a merely visual symbol of acoustic
power, since the actual speakers on the stage never were functional/plugged in)
and therefore part of the myth of this type of music and the stories it tells (e.g.
of sound as aggression and power) is being further enhanced and mythologised
through integration into the narrative structure of the game’s storyworld. This
admittedly demands a high level of reflexive thinking from the recipient, but then
‘getting’ this meaning can be said to be one of the game’s semantic challenges.
Furthermore, spaces can be made narratively evocative by placing visual
clues that point to narratives. In order to understand the visual clues left in game
spaces, players often need to ‘read the space’, that is, put elements or signs in
a spatial relationship that then reveals a temporal and causal relationship, and
therefore a sequence narrative. Visual clues are here defined as any kind of visually detectable signs within a video game’s navigable space that has narrative
potential. Visual clues can relate directly to the main storyline or simply broaden
and deepen the back story. In their presentation for the Game Developer’s Conference 2010, Matthias Worch and Harvey Smith, while employing the general term
‘environmental storytelling’, concentrated mainly on visual clues within material
space (which they call ‘player-space’): “Environmental storytelling is the act of
staging player-space with environmental properties that can be interpreted as a
meaningful whole, furthering the narrative of the game”.
86 Cf. Leigh.
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Visual clues are everywhere in modern computer games. The game spaces
of the Fallout or BioShock games convey almost their entire back story through
carefully distributed and elaborate visual clues, as do many others. Most visual
clues are structured after the basic model of detective fiction, where a detective
minutely searches a crime scene for clues as to the exact narrative of the crime
that has happened there. According to Worch and Smith, “[e]nvironmental storytelling relies on the player to associate disparate elements and interpret as a
meaningful whole [and] fundamentally integrates player perception and active
problem solving, which builds investment.” Thus, visual signs are distributed
spatially for the player to encounter. This encounter is non-unilinear, since there
is no (necessary)⁸⁷ predetermined chronology in which the player perceives the
different signs. But by implying that they are the traces of past events, these signs
prompt the player to perform an indexical operation, concluding the past events
and their correct sequence out of them.
The main premise of detective fiction that follows the archetypical model of
Arthur Conan Doyle’s Sherlock Holmes stories is that events inscribe themselves
as observable traces in space. It is the task of the detective (and the reader as well)
to correctly read these spaces for the relevant signs. As these spaces are created,
they are intentionally filled with such narratively relevant signs. Creating spaces
in written text or games alike means giving them meaning. That elements within
material space mean something, that they are part of the general game’s narrative,
is one of the main expectations that gamers bring towards their encounter with
these spaces. One just needs to think of the earliest adaptations of visual forensic
clues into computer games, the so-called point-and-click adventures. The whole
point of this particular genre was the expectation that the presented spaces were
not merely abstract surfaces with geometrical properties, but contained hidden
meanings that needed to be uncovered by the player. A recent example of the use
of forensic clues that nicely shows their roots in detective fiction comes from the
game Heavy Rain, where the player has to search a crime scene (in the aptly titled
chapter “Crime Scene”) for clues using a futuristic enhanced reality device called
‘Added Reality Interface (ARI)’. She can review these clues at a later stage in the
form of a (non-unilinear) database and make further research on them in order
to better construct the (linear) narrative of the crime. The Heavy Rain example
shows how next-generation games make use of the enhanced graphics to align
the investigative process with other visual media like motion pictures, while commenting on what is possibly the next step in games’ narrativization of space: aug-
87 Since spatial design can very well guide the order of perception.
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mented reality games take the concept of charging spaces with additional (and
narratively relevant) meaning and use it on real spaces.
Not all visual clues are isolated elements or signs that are placed within perceptible space – sometimes it is the whole ensemble of visual elements that forms
this perceptible space or a part of it – the landscape – that serves as a clue to narrative meaning. In a pre-scripted way, this is the way that Henry Jenkins’ evocative spaces work: landscapes that, by their design, set a mood or atmosphere that
contains narrative potential. More interestingly, landscapes in computer games
can also reflect, directly or indirectly, the player’s actions and tell of their consequences. The most common form of visual landscape clue – one that usually
contributes more to back story – is the phenomenon that is comparable to the one
known to literary scholars as ‘Seelenlandschaft’, or, sympathetic background;
that is, landscapes that reflect the mood of a protagonist, a scene, or a whole
narrative (e.g. the fact that it is raining at a funeral). Jenkins has made the connection to this literary device very clear:
Game designers might study melodrama for a better understanding of how artifacts or
spaces can contain affective potential or communicate significant narrative information.
Melodrama depends on the external projection of internal states, often through costume
design, art direction, or lighting choices. As we enter spaces, we may become overwhelmed
with powerful feelings of loss or nostalgia, especially in those instances where the space
has been transformed by narrative events.
But game designers not only already use this method, they can also use it either
in the static way of printed literature (the landscape represents a mood that has
been predetermined by the author), but also in a dynamic way, that is whenever a
landscape’s visual look is representative of the emotional or ethical significance
of past player choices. One example that Jenkins himself cites is the game Black
and White, where “the player’s ethical choices within the game leave traces on
the landscape or reconfigure the physical appearances of their characters. Here,
we might read narrative consequences off mise-en-scene [sic!] the same way we
read Dorian Grey’s [sic] debauchery off of his portrait.” Another, more recent
example is the game Prototype:
Manhattan Island is one of five boroughs of New York and the setting of Prototype. Over
the course of the game, Manhattan goes from being (relatively) safe and well-guarded to
being overrun by infected creatures and hives. While the military is initially successful with
containing the first hives and keeping the populous calm, the situation rapidly deteriorates
until the only ‘safe’ zones are at the very edges of the map. This deterioration of the city can
be seen as the mundane advertisements are slowly replaced with quarantine posters and
graffiti-ed propaganda along the walls and billboards within the city, while the military
starts to take a more proactive role. (Jenkins)
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These examples are all representative of a player’s indirect influence on the
game world. As games grow ever more complex, the level of interaction with the
game world (still mostly in the form of destruction) is increasing, making game
spaces submit to the player’s physical ‘narration’. One example for this is what
Carson has called ‘Cause and Effect’ elements: “‘Cause and effect’ elements can
also depict the passage of time. A game character may return to a place that they
had become familiar with earlier in the game, only to find it completely altered.
This may be due to a cataclysmic event, or the disappearance of elements remembered from a previous visit. ‘Cause and effect’ elements could also be triggered
directly by the actions of the game player.”
This can for example be found in Dragon Age: Origins, when, after playing the
mage’s origin story, one returns to the magicians’ tower to find the place utterly
altered. Many other fantasy role-playing games like Fable feature this effect. In
these cases, the change of the game space happens in the player’s absence and
only as a result of the general story and not the player’s direct interaction. The
same is true for the world-changing events that are introduced into the onlineworld of World of Warcraft through the add-on Cataclysm. But it can also happen
in the presence of the player and more closely linked to his actions, as in the
Fallout 3 add-on “Point Lookout”. Part of the main mission of this add-on happens
in a large villa that is being besieged by a group of ‘tribesmen’. The owner of the
villa gives the player a mission to oppose his main enemy. After returning from
the mission, the villa is being blown up just as the player approaches it.
Though the influences on the game’s space mentioned in these examples are
direct, they are still, in a sense, static, as they still follow pre-scripted rules. Concerning the use of space in computer games, Espen Aarseth has distinguished
along “player’s level of influence on the gameworld, where some simulation
games, such as SimCity or Warcraft, let the player change the world, whereas in
other types, such as the adventure games or most 3D action games, the player has
no constructive influence and the world is completely static.” (Allegories of Space
159) This is changing rapidly, though, with the rise of game physics.
Game physics “involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of
making the effects appear more real to the observer.”⁸⁸ Instead of being the prescripted decision of the designer, the spatial form of the game world depends on
the dynamic computation of the laws of physics (however simplified) in response
to the actions of the player. Thus, the whole of the navigable space becomes a
plastic element into which the player can inscribe her narratives. The malleabil-
88 “Game physics”.
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ity of space becomes the (narrative) trace of the events that have happened as a
result of the player’s choices, just like the heart and initials cut into a tree might
be a reminder of a romantic encounter below that tree. Game physics dynamise
the landscape/navigable space and make it part not only of the pre-scripted, but
also of the emergent spatial narrative. So far, and with the exception of games
focusing exclusively on construction like SimCity, the player’s interaction with
her environment has albeit been mainly destructive. Many recent games use the
high ‘destructibility’ of their environment as a marketing factor, like Just Cause 2,
Bad Company 2,⁸⁹ or Red Faction 3.
The second method of environmental storytelling that Jenkins cites is the use
of embedded narratives:
Read in this light, a story is less a temporal structure than a body of information. The author
of a film or a book has a high degree of control over when and if we receive specific bits of
information, but a game designer can somewhat control the narrational process by distributing the information across the game space. Within an open-ended and exploratory
narrative structure like a game, essential narrative information must be redundantly presented across a range of spaces and artifacts, since one cannot [sic!] assume the player will
necessarily locate or recognise the significance of any given element. […] The game world
becomes a kind of information space, a memory palace.
Embedded narrative encompasses all kinds of explicit narrative content that a
player encounters while navigating the world of a video game. These narratives
can be either included in the conversations that the player has with non-player
characters, or in artefacts that the player discovers, such as diaries, audio- and
video logs, answering-machine messages, letters, scrolls, books, etc. Such textual,
visual, or auditory narratives embedded into the game-world can heighten the
non-unilinearity of the game’s storytelling. Though these mini-narratives are
usually all part of the storyworld and its meta-narrative (e.g. personal stories of
in-game characters, news reports about the general development of the storyworld, myths that explain the storyworld’s structure), the player can choose to
read them whenever she wants, and the order of their encountering is often not
pre-determined.⁹⁰ Frequently, piecing the fragments of the embedded narratives
together to form a coherent whole is an important task that the player is given
89 “A key gameplay feature introduced by its predecessor, Bad Company, is destructible environments. The improved system is called “Destruction 2.0”. It now allows players to completely
demolish a building with sustained explosive firepower, resulting in the building becoming a
pile of rubble and killing any trapped inside.” (“Battlefield: Bad Company 2”).
90 Sometimes it is, as in the narrative that forms the background myth of Brütal Legend. Though
the player encounters parts of this story in different specified places in the game-world in an
order that she chooses himself, she will always find the parts in the right chronological order.
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(‘Ask around the village for more information on X’). Sometimes they trigger new
quests of their own, as when the player discovers a note left by a non-player character asking for help, or the diary of an explorer that tells of hidden treasures.
In their non-unilinear form, embedded narratives are an example of narrative
as archaeology that is one of the main principles of alternate reality games (cf.
Menhard, chapter 4.6.2).
Depending on the type of narratives that the player encounters, gathers, and
mentally orders, the result could be a very uni-linear narrative, with only the
process of gathering being non-unilinear, or it could remain non-unilinear. In the
first case, the embedded narratives are just pieces of a single larger narrative, e.g.
the single scattered pages that form the account of a sea voyage and shipwreck.
In the second case, the player simply gathers encyclopaedic information, all of
which is in itself narrative and contributes to fleshing out the storyworld without
having to fall into a necessary sequence, or having to be complete. Fantasythemed CRPGs like Dragon Age that can rely on their players’ high interest in the
storyworld make heavy use of the latter form. In Dragon Age, the player gathers
an encyclopaedia, called the Codex, that consists of over 300 different parts.⁹¹
Similarly, after experiencing certain events or encountering certain enemies in
Brütal Legend, the ‘tour book’ of the protagonist is updated with readable text. An
interesting case with a metaleptic structure can be found in the game Alan Wake:
during the game, Alan the protagonist discovers pages of a manuscript that he
doesn’t remember writing. The player can read these pages, and they actually
foreshadow events later in the game, thus serving as important gameplay clues
and as part of the narrative and its mystery.
The use of embedded narratives can also be a way to make an engagement
with the storyworld more optional. This is the case, for example, with Dungeon
Siege 3, a game that emphasises hack & slash combat gameplay. By conveying
most of the narrative information about the storyworld through embedded narratives, players have the option to learn or ignore this information, in contrast to
games that rely more on cut scenes. There is often (from the viewpoint of design)
a limited control about the order in which embedded narratives are encountered
by the player, depending on the degree of uni-linearity that the level design provides. Therefore, in order to be enjoyable, the individual elements need to be
more self-contained and not rely too strictly on a causal sequence. An example of
this are the ‘web of intrigue’ sequences in Prototype.
Embedded narratives can be compared to a type of experimental narrative
text that has been called encyclopaedic narrative. Since the encyclopaedia is a
91 For a detailed list of the codex entries, cf. “Codex”.
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form that was developed under the conditions of the codex (a continuous scroll
would make a rather impractical encyclopaedia), the narrative potential of this
form was first explored in the printed form. The most well-known example is
Milorad Pavic’s Dictionary of the Khazars. Another example is Andreas Okopenko’s Lexikon einer sentimentalen Reise zum Exporteurtreffen in Druden, published
1970 in Austria. These texts are organised in the form of an encyclopaedia or dictionary. This means that the narrative is not told as a series of events arranged in
a specific order in which they are to be experienced (linear) but is divided into
different sections dealing with aspects of the storyworld that are arranged in an
alphabetical order.
Encyclopaedic narrative can only be counted as a narrative device of the
game when the collection of narrative information is directly linked to gameplay
actions such as moving to a certain position in space or encountering a certain
creature. Often, the creators of a game instead use (narrative) information on the
game’s storyworld in an encyclopaedic format as a transmedial device, by offering the encyclopaedia outside of the game proper, in the form of handbooks, wikistructures (though those are usually fan-created) or even electronic databases
that are not part of the game and can be accessed in their entirety right away.⁹²
The use of encyclopaedic narrative is a testimony to the emphasis that those
games put on fictional world-building. It is therefore often used in those narrative
genres that have traditionally been most interested in creating elaborate storyworlds that diverge in multiple ways from our perceived reality, such as fantasy
or science-fiction (as in Skyrim, where the player can find more than 300 books
throughout the world).⁹³ But encyclopaedic narrative can also be used to help the
player experience narratively a storyworld that is historical in nature. This is, for
example, the case in Assassins Creed 2, where the player collects information on
historical architecture, art, and persons.
In some games, the encyclopaedic narrative can even dynamically adjust to
the player’s experience. In both Red Dead Redemption and Deus Ex: Human Revolution, the player will encounter newspapers throughout the game that comment
on actions that the player has made so far (the Fallout and Fable games among
others convey the same kind of information through unprovoked non-player
character conversations that the player can ‘overhear’).
While so far interest and research has been concentrated exclusively on space
in computer games as an aspect of the player’s perception and cognition, some of
the more recent games make it worthwhile to consider the spatial perception of
92 Metal Gear Solid 4 offers such a database through the Playstation Network.
93 One user managed to extract the text of all the books from the game’s installed files and offered them as a collected download independent of the game (“Dovahkiin Gutenberg”).
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in-game characters as an interesting extension and dynamization of the concept
of event triggers. Especially through the heightened emphasis on tactics of stealth
in games like Metal Gear Solid 4 or Assassins Creed 2, it becomes more and more
important for the player to consider what non-player characters can see, adding
an interesting (and narratively relevant) dimension to her cognitive construction
of the game space. Suddenly, what the non-player characters can and cannot see
becomes an event.
Many stealth games visually incorporate the information whether the player
character is visible to other characters or not. In Assassin’s Creed 2, for example,
there are signs above hostile non-player characters indicating how ‘interested’
the non-player character is in the player character (depending, among other
things, on whether the player character is in the non-player character’s line of
sight) and a colour coding on the mini-map indicating when the player character is not visible to any non-player character. The 2010 game Splinter Cell: Conviction has a feature called “the ‘Last Known Position’, which occurs when the
player breaks the line of sight of an alerted guard. This creates a visual silhouette of where the guard thinks Sam is, allowing the player to strategically flank
his enemies”.⁹⁴ This development mainly relies on the heightened efficiency of
the non-player characters’ artificial intelligence, and it is to be expected that this
feature will become more and more important in future games, dynamizing space
and the player’s conception of it. For example, it will most likely dynamize the
concept of the event trigger: instead of patiently waiting while the player character approaches close enough to a non-player character to start a conversation
and trigger an event, the non-player character might start to react on his own
as soon as he sees the player character, for example by waving and calling (or
running away screaming). While the event trigger is normally fixed in space, it
is now dependent on the variable position of the (moving) non-player character.
One area that is not explicitly considered in Jenkins concept, but that needs
to be looked at closer in order to better understand the narrativization of space
and uni-linearity, is the doubling of the player’s perception of space through an
experiential (first- or third-person) and a cartographic view; William H. Huber
citing David Harvey talks of ‘material’ and ‘representational’ spaces (Harrigan
and Wardrip-Fruin 376). As Espen Aarseth has noted, the fact that almost all 3D
games double the player’s perception of space with a 2D representational perspective “stands in striking contrast with the prophesies of certain virtual reality
proponents who believe that the 3D interface will render all other perspectives
obsolete” (Allegories of Space 157). Representational spaces are still important for
94 “Tom Clancy’s Splinter Cell: Conviction”.
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the player’s understanding of material spaces, and both perspectives can contain
(non-unilinear) narrative markers or (linearizing) directional suggestions. While
narrative markers are all elements with narrative potential that refer to the
intradiegetic level of the storyworld (stories that have their significance in being
part of the storyworld) and that are encountered by the player’s character, the
directional suggestions’ ultimate target are the extradiegetic, gameplay-related
decisions of the player herself, e.g. narrowing her possibilities of movement by
pointing towards the best direction to take.
Everything that appears as part of the material space must be intradiegetically motivated, and narrative markers in material space are identical to what has
been discussed earlier as visual clues. Yet sometimes, visual clues within material space can also serve as directional suggestions. The easiest form of this are
road signs that the player might encounter, but also traces or hints left by nonplayer characters that the player is following. Carson has called the latter form
‘Following Saknussemm’:
Derived from the story Journey to the Center of the Earth by Jules Verne. In Verne’s story
the main characters follow a trail of symbols scratched into subterranean walls by their
adventuring predecessor, a sixteenth century Icelandic scientist, Arne Saknussemm. In this
way, the game player is pulled through the story by following ‘bread crumbs’ left behind
by a fictitious proceeding game character. Whether you create notes scattered throughout
your environments, or have the game player follow the destructive path of some dangerous
creature, ‘cause and effect’ elements will only heighten the drama of the story you are trying
to tell.
These directional suggestions linearise space, but in a less mechanic way than
those that are positioned in representational space. Part of the reason for this
is that diegetically they are positioned on a lower level, and have therefore less
authority (the road sign could be simply wrong, or misleading), while at the same
time not breaking the narrative immersion.
A borderline case, but very important as a tool for the narrativization of space
are the suggestive camera movements that effectively constitute in-game mininarratives that ‘explain’ certain spaces, as with certain spatial riddles in the God
of War games. These are a special form of the establishing shot known from film
theory (or rather, a further evolution of it) that are used to explain and narrativise the game’s navigable space (by implying that the space should be engaged
in a sequence). Formally, the main difference to the mostly static establishing
shot from film is that it involves a camera movement that effectively temporalises
space by continually showing parts of it in a certain order in time. The goal of
these shots is usually to acquaint the player not only with the dimensions of the
space she will from then on navigate, but also with the special obstacles that this
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room provides for her navigation, as well as possible solutions for these obstacles. These establishing shots serve as implicit directional suggestions while at
the same time helping the player read the space and the story it contains (e.g. the
riddle of how to cross it).
Maps can tell stories, and this is by no means restricted to maps in computer
games. Topographical details can tell stories about the terrain and its possible
navigation through forests, mountains, glaciers, deserts, streets, etc., the positioning of cities and villages can imply stories about how a land has been colonised etc. One thing that is rather specific to computer games is that maps are not
static in what they present, but respond dynamically to the actions of the player,
especially her spatial exploration. This is usually seen in the gradual filling of a
previously empty or black map with markers for those spaces that the player has
already explored, implying the story of that exploration. Marked places on the
map are often even hyperlinked to the questlog, chronicling either done deeds,
or future tasks. Moving over the symbols for side missions in this map for Brütal
Legend will reveal information about the type of mission. Narrative markers
within representational spaces are highly non-unilinear, as their ordering principles cannot be chronological.
The main use of maps and other representational spaces is usually orientation, and that means: enabling the player to know in which direction she wants
to go next. That is why they not only consist of iconic signs, but also of indexical
signs that tend towards hierarchization and therefore linearization. While the
spatial distribution of side and main missions on an in-game map is non-unilinear, their semantic differentiation into ‘main’ and ‘side’ already prioritises the
main missions; and since the main quest chain is usually progressive (different
parts need to be solved in a pre-set order), the player, while looking at such a
map, gets a number of possibilities where she could go (the side missions) and
one markedly different suggestion where she should go (the next part of the main
quest).
Most of the linearization is achieved through the (functional) doubling of
the perspective. The view of the map gives the player her long-term destination,
but only in combination with her view of the material space does it actually tell
her where to turn/go next. This becomes most obvious when material and representational space are combined on the screen. Below is the third-person view
in Assassins Creed 2. It contains a fragment of the map view in the lower right
corner that indicates both the direction that a desired destination is at as well as
the distance to it.
The fascination with video games’ abilities to narrativise space should not
lead us into neglecting the fact that the perception of a game’s space can also lead
to a de-narrativization. This is because so many of a game’s spaces are tied to its
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gameplay objectives. Levels need to be crossed as well as bridges or doors, and
there are not few games that define their winning state as a position in material
space that the player character needs to occupy (e.g. all platforming games). If a
player is therefore concentrating merely on the winning conditions of a game, this
will lead to a perception of space rather in abstract than in semanticized terms.
While for a player interested in immersing herself in a fictional gameworld the
existence of a wooden door that cannot be broken even with a grenade launcher
is a break in consistency and an aesthetic flaw, for someone whose sole goal is
to finish the game, it is merely a fact that needs to be accommodated by gameplay decisions. Players who take part in tournaments often reduce the level of
detail in the graphic representation of material space, making it less realistic in
order to concentrate better on the game’s objectives. Others compete in what is
called speedruns. A speedrun is a play-through of a video game performed with
the intent of completing it as quickly as possible, optionally under certain prerequisites, mainly for the purposes of entertainment and competition. Speedrunning
often makes use of shortcuts in the game structure that have developed out of the
game designers’ oversights and that are inconsistent with the narrative development of the game (the player might completely skip a quest in order to save time,
but the narrative presentation appears as though the skipped quest had been
completed and were therefore a narrative fact of the gameworld). Also, exploiting glitches sometimes means perceiving the game world not as a fictional world
with physical rules similar to the real world, but as a playground with a completely detached set of rules. The most famous example was the discovery in early
first-person shooters that the player character could use her own rocket launcher
to propel herself to places he could not normally reach by jumping.⁹⁵ Speedrunners also choose to ignore all passive narrative elements like cut scenes, further
removing narrative proclivity from their experience of the games. Speedrunning
and competitive gaming can therefore act as a reminder that semanticization
is not only unnecessary for games, it is also not a unidirectional development
always leading to a higher degree of semantic perception.
95 For an example, cf. “Quake 3 – Amazing Rocket Jumps”.
5 Choice and Narrative in Video Games
Remember, gamewrights, the power and beauty of the art of gamemaking is that you and
the player collaborate to create the final story. Every freedom that you can give to the player
is an artistic victory. And every needless boundary in your game should feel to you like
failure. (Card)
FNs must at least provide one node that can lead to multiple continuations –
otherwise, they’re not FNs –, but they may also present the reader/player with
a choice between these multiple continuations. Though there are other forms of
FNs in which an active choice between the different continuations is not possible,
in a medium like video games the moment of choosing, located in the nodal situation, becomes one of the crucial aspects. No other medium provides its users
as consistently with nodal situations that involve choice as do video games. All
video games are rule-bound systems, and these rules constantly define the range
of options that a player has in a specific situation (that is: whether the player
has a choice or not, and which choice or choices) as well as the consequences of
actualizing each of these options. Choice is what video games are all about, even
though the reach of agency is not always as extensive as it might be perceived by
the player. This chapter will first try to anatomise choice situations in general and
especially as they are encountered in games, and then look at the specific way
that player choice is implemented in video games.
5.1 The Anatomy of a Player Choice
What’s in a choice? What are the elements that constitute a choice, understood
as a conscious decision? Salen and Zimmerman define choice in games as a unit
of action and outcome, and further anatomise this into a series of five aspects:
1. What happened before the player was given a choice?
2. How is the possibility of choice conveyed to the player?
3. How did the player make the choice?
4. What is the result of the choice? How will it affect future choices?
5. How is the result of the choice conveyed to the player? (Raessens and Goldstein 59–80)
One might want to add the question ‘What information does the player have
about the effect of her choices?’ This is implied in 4 and 5, but the information
is not necessarily restricted to previous choices. In another attempt to classify
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the range of player choices (or, as she calls it, types of interactivity), Marie-Laure
Ryan talks about a scale of intentionality:
Types of interactivity can […] be distinguished on the basis of the freedom granted to the
user and the degree of intentionality of his interventions. The bottom of the scale is occupied by what one may call […] a ‘reactive’ interaction, which does not involve any kind of
deliberate action on the part of the appreciator. […] One step higher on the intentional scale
is a random selection among many alternatives. When the user takes action deliberately
but cannot foresee the consequence of his actions, the purpose of interactivity is to keep the
textual machine running so that the text may unfold its potential and actualise its virtuality. Such is the random clicking of many hypertexts. But selective interactivity can also be
a purposeful action. In a computer game, for instance, the player may be offered a choice
between two paths, one of which leads to success and the other to failure, and the game may
cue the player as to which path is the good one. In the fullest type of interactivity, finally, the
user’s involvement is a productive action that leaves a durable mark on the textual world.
(Narrative as Virtual Reality 205)
This account seems to mix different aspects, though, that should better be kept
separate in order to fully understand the way that choices function in video games
and other FNs. While Ryan’s concept of a ‘reactive’ choice is concerned with the
type of motivation for a choice, the randomness of a selection as well as what she
calls ‘selective interaction’ is rather related to the amount and type of information
that is given about a choice. Her idea of the ‘fullest type of interactivity’, finally,
is concerned with the range and quality of consequence that a choice offers. A
further problem is that intentionality is not observable and, as something exclusively ascribed to the player, off limits anyway.
So we are back to the question: What is a choice? First of all, a choice situation contains at least two different options. This is the core requirement, and in
this sense it is identical to the basic definition of the nodal situation. Whether the
person making the choice is aware of being in a choice situation is not important
for its being a choice situation, and yet in a large number of cases (and especially
in those cases used by games or other FNs) such an awareness is indeed given.
And especially when looking at specific player choices, we can see that choice
situations are not only regularly recognizable, they are also invested with some
form of motivation, that is: the player will be interested in the outcome of the
choice and will expect one outcome to be better than another. One might therefore further distinguish two special types of choices, the informed (or conscious)
choice and the motivated choice. A motivated choice must also be a conscious
choice, but not vice versa.
The aspect of information is crucial in determining the nature of a choice situation. First of all, there must be an indication of the existence of differing options
for the participant to become aware of having to make a choice. The options will
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be perceived as differing if the information indicates that their outcomes will not
be identical. There is a state of affairs before the choice, and a number of possible
states after the choice. If all possible ‘after’ states are identical to each other or
even to the ‘before’ state, the options have no differential consequence, and the
choice is therefore not a real choice after all.
This kind of information is important for the motivation of the choice. In
order for a choice to be motivated, one outcome must differ from the other, and
be valorised higher than at least one other. In normal life, the valorisation, if it
is in fact motivating, is always ultimately based on some emotional preference,
though it will often be explained rationally, since it is a consequence of the preference. According to Michael Allingham, “[a]ll choices […] arise from both the
heart and the head. The heart provides the passion and the head the reasons.
Choices based on the most minute reasoning but lacking any desire are vacuous.
But desire without reason is impotent” (2).
One important aspect of choice is therefore how informed it is – that is,
whether we choose based on knowledge or arbitrarily. Choice situations differ in
the amount of information that is given about the consequences of the different
options. A choice situation can contain
– no information: the agent has no reasonable knowledge about anything that
might result as a consequence of the options
– incomplete information: the agent is provided with some knowledge about
possible outcomes, but no certainty in relation to the probability of the outcomes, and/or the completeness of information about outcomes
– complete information: the agent is provided with certain information about
all consequences of all options
Depending on the extent of information about the consequences of a given
choice, the nature of that choice will differ: In the case of no information, the
choice will be completely arbitrary and cannot therefore be made rationally. Also,
there cannot be any desire attached to the choice, as there can be no reasonable
expectation connected to it, other than those constructed by the agent without
any rational basis. Such a choice would hardly be experienced by the agent as
a choice at all. A possible example would be a choice between two identically
looking options with no further information.
On the other end of the spectrum, if the agent has complete information, the
choice equally loses its experiential quality as a choice. If there is no differential
valorisation of the known outcomes (that is, if one outcome is not perceived as
better than the other), the choice is completely indifferent. If there is a differential
valorisation, and there is complete information about this (which also implies
that the valorisation is not conflicted), then, at least rationally speaking, there is
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no choice situation at all, as there is only one rational option. An example of this
would be the instruction to ‘press x to win or y to lose’, assuming that the agent
wants to win.
Therefore, the choice situations that are perceived as interesting in a structural sense⁹⁶ provide only incomplete information. This means that there are
conflicting arguments for and against each choice that might have probabilities,
but no certainties attached to them. This is experienced as a meaningful choice,
where the player either has to act according to probability (uncertainty) or has
to hierarchise incompatibles.⁹⁷ Some degree of information about a given choice
seems to facilitate the feeling of agency, as agency is experienced as pleasurable
especially when we are able to make meaningful decisions within the story/game
universe. When a choice has to be made completely arbitrarily, there is only interactivity, but no (or a very low) sense of agency. Also, the information provided is
an important link between gameplay concerns and the fictional immersion by
the player.⁹⁸
Not all choices need to be motivated. In real life, it is entirely imaginable that
I am presented with a choice between two options that I am completely indifferent to. One might only qualify this to say that, though motivation is not necessary
for the existence of a choice, it is still necessary for an agent actually making the
choice. No one will make a choice when there is absolutely no motivation to do so.
Note that this does not necessarily mean that the agent prefers one of the options
originally offered, but that ‘not choosing’ is regarded as a further option which is
in this case considered less desirable than ‘choosing to choose’.
But whereas choice situations in real life are not designed to be actualised, in
games they are. Again, one might make the claim that in paidea games, as there
are no rules, there is no necessary motivation to actualise one of the options that
the ‘player’ has, but I would argue just as above, that if the player has absolutely
no motivation, she would simply not do/choose anything. The motivation might
not be stated explicitly in any of the rules, but for a paidea game to start, players
will have to provide it themselves. In ludus games, on the other hand, motivation
is hardwired into the choice situations that the game offers as soon as it acquires
a main objective. Every choice can then be questioned as to whether it is condu96 The term ‘interesting’ should in this instance not be taken in any psychological sense, meaning that the player has a high emotional involvement in the choice or its outcome. A person who
bets all of his money on a single coin toss will be very interested in the relation of the outcome to
his choice, but the choice – being perfectly arbitrary – is still not an interesting choice.
97 Cf. also Jeffrey 1.
98 According to Sid Meier, “a [good] game is a series of interesting choices. In an interesting
choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice.” (Rollings, and Morris 38)
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cive or detrimental to achieving that objective, and the player will be motivated
to choose because she expects one of the choices to be the most conducive one.
As we have seen, this situation is complicated cognitively and psychologically
through the fact that in most cases the player has only incomplete information
about the consequences of the options, or even the options themselves. Thus the
player might be motivated to make the best choice, but is simply unable to know
which one it is.
And furthermore, as we have seen, video games often contain hierarchical
levels of objectives, or even multiple objectives that compete for dominance (as
in the case of open-world games with strongly motivating side quests that have a
tendency to keep the player side-tracked from her main quest goal). So the seemingly straight-forward fact that all choice situations in ludic games have a clear
motivation can become, in actual gameplay, very complicated and much less
obvious. This complexity opens player choices again for more paidic attitudes,
so that one might differentiate two basic frames of mind to engage a node that
provides incomplete information, attitudes that the reader/player brings towards
them, but that can also be strongly (though not always successfully) enforced
by the nodal structure and also the theme of the narrative. These basic attitudes
can be called explorative and teleological, or paidic and ludic. The main difference is that the teleological attitude subscribes to the dominance of the game’s
overall objective and therefore ascribes a clear hierarchical valorisation to the
options offered by the node, while the explorative attitude does not, or not to
the same extent. This means that the teleological attitude strongly expects one
of the options to be better than the other, to the point where one option must
be the ‘right’ and the other the ‘wrong’, implying that there is an ‘aim’ (telos) to
the act of (repeated) choosing. There is a desired (though not necessarily known)
outcome, and it is the task of the reader/player to find the right ‘path’ (series of
choices) that leads towards this outcome (‘you win!’). The explorative attitude, on
the other hand, is more playfully fascinated by the fact that there is more than one
option. Choices are made less in the expectation that they will lead to a desirable
or undesirable result, but out of curiosity – mainly, as has been described earlier,
because not choosing seems to be the least desirable option.
The two attitudes also have affinities to certain nodal structures. The teleological attitude works best with unidirectional and progressive paths, since unidirectional paths mean that decisions cannot be taken back, emphasizing their
consequence. This, in combination with the expectation of a ‘right or wrong’
choice makes such forms suspenseful. The explorative attitude, on the other
hand, works best with bi-directional or circular paths that allow a re-visiting
of nodes. Since different options are seen as equally valid (though not identical), there is a joy in actualizing both of them, creating in the mind a much more
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complex (because non-unilinear) mental image of the narrative than is the singlestring actualization that a teleological performance produces.⁹⁹
As to information, choices should be more informed for the teleological
attitude and can be more random for exploratory modes. The two attitudes can
be used as a further means to distinguish between different genres that employ
nodes. This attitude characterises for example the main difference between
Choose-Your-Own-Adventure narratives and (literary) hypertexts. In video
games, the teleological attitude is strongly present in the expectations that one
can ‘win’ a game, the explorative attitude more in the idea (made popular with
recent sandbox games) that one can ‘complete’ a game (that is, actualise all of its
options). The explorative element also comes to the forefront in the element of
spatial exploration.
Choice situations can be either a-temporal or have a temporal dimension,
which means that there might be a limited amount of time during which the
options are available, or that – after a finite amount of time – not making any
choices will produce an outcome that is different from the choice situation and
that therefore constitutes a choice in itself. In real life, all choice situations have
a temporal dimension. Given the laws of thermodynamics and the inevitable
passing of time, there is no choice that can be postponed indefinitely without any
consequence, though the temporal dimension might be so large that it is not perceived as important at the moment. Thus, it is one of the exclusive prerogatives of
all games that they can create a-temporal choice situations. Of course, this a-temporality is an illusion that is only valid within the ‘magic circle’. Since that circle
itself is again dependent on real life, it is subject to the passing of time. But within
the gameworld, time can be paused, and therefore, a decision can theoretically
be postponed indefinitely without consequences. The ability of pausing time is
therefore dependent on the prior creation of a gameworld that is distinct from the
real world. The pausing can then occur because of a switch from gameworld to
real world – children interrupting a game of make-believe in order to eat lunch,
or saving and exiting a video game in order to continue playing later – but there
are also many games that allow for pauses within the gameworld. These are the
games whose concept of time is at least partially turn-based, that is, the passing
of event time is restricted to the making of a turn, which does not necessarily have
an equivalent passing of play time.¹⁰⁰ In a regular chess game, event time only
99 The explorative mode is also the one to which the ‘putting on the backburner principle’ (cf.
Menhard 3.13) should be more easily applicable, since a storing and revisiting of stored nodes is
only possible when the narrative is not unidirectional.
100 Even games such as ice hockey, or, to an even greater extent, baseball, that are predominantly played in real time and that depend on physical environments as opposed to purely ab-
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passes when a piece is being moved, and though that moving can take play time,
it need not, since it could be merely abstract, or the move could be finalised by
a single click of a button. As will be shown later, the temporality of choice situations in a video game is important for classifying them in relation to agency and
semantic perception.
Though video games as a medium are perfectly suited to create turn-based
gameplay, and there are advantages to the form, the structure of non-timed turns
completely ignores the core distinguishing feature of a video game as a dynamic
game system. Games can create non-temporal choice situations, but they are
better than any other medium in creating timed choice situations. A look at video
game history emphasises this. While most of the first games were based on very
strictly timed situations, even among those genres that used to rely on turn-based
gameplay, such as strategy games, construction games, and role-playing games,
the amount and importance non-temporal choices has been reduced continuously. For example, the first two games in the Ultima series, published in 1980
and 1982 were purely turn-based. But already the third instalment in 1983 introduced the element of timed turns. If the player waited too long to make a turn,
the system would register her decision as ‘pass’ and automatically continue with
the next turn.
Besides turn-based gameplay, video games have from the beginning put a tremendous importance on timed actions or reactions – they are associated much
more with breathtaking and speedy action than with prolonged contemplation,
after all. The overwhelming number of such skill-based reactions do not constitute interesting choices from a narrative point of view, and yet, even heavily storyfocused games today employ a complicated mixture of skilled reactions, turnbased reactions without any temporal dimension, and choices that are temporal
but still leave enough time for deliberation. A game like Fallout 3, for example, has
enemy encounters that can be either played like an intense first-person shooter
with a large number of skilled reactions or as a turn-based game that yet takes real
time into account. On the other hand there are dialogue choices of major importance for which the game is infinitely paused. The game has a diegetical clock,
meaning that time passes continuously in the gameworld as it passes in the real
world, with regular (though foreshortened) day-and-night cycles, so that some
non-player characters might be asleep or at work depending on the time of day one
meets them. And finally, though the narrative would imply that time is running out
for the completion of the game’s main objective, the game will in reality allow the
player an infinite amount of time to get there without penalizing her.
stract ones, know gameplay-internal pauses.
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Choices without any temporal dimension and therefore without time limit
can be classified as deliberate choices. Reflex does not play any part in this
case, there is no direct necessity for the choice. Thus the motivation for making
a choice at all and the motivation for making a specific choice are purely based
on the semantic level of the game, on the information that is provided about the
choice. By interrupting the narrative consistency of diegetic time, the game paradoxically strengthens the emphasis on the narrative. In cases where there are
time limits, choices are positioned along a range that reaches from decisions that
grant enough time for deliberation but must be made in something approaching
real time to decisions that must be made within fractions of a second, with highly
negative outcomes for not making any decisions. Those are what could be called
reflex choices.¹⁰¹ They are still choices, and they are still based on cognitive processes, but in most cases they happen so fast that the player is not even aware of
any deliberation.
The two most common situations for reflex choices are some types of physical movement and combat. Reflex choices based on physical movement are most
common in so-called platforming as well as in all racing elements. Platforming refers to gameplay that tasks the player with navigating through a physical
environment full of obstacles. This navigation is complicated by two facts: first
that the player often needs to base motion decisions on the outcome of previous
motion decisions (for example, jump while already running, or making a – physically impossible but very common – ‘double jump’, where a second jump needs
to be perfectly timed within the first jump in order to reach a desired position);
and secondly, that parts of the physical environment are themselves in motion,
forcing the player to react to these motions in time. The classic example for this
is the game Donkey Kong (1981), where the player character needs to constantly
jump over rolling barrels.
An example for an intermediate type of timed choice situation is the ‘Active
Battle Time’ (ABT) system first developed by Hiroyuki Ito for the game Final
Fantasy IV in 1991. Whenever a player encounters an enemy, she enters ABT for
the combat. The battle is still turn-based, meaning that the player can initiate
an attack or other action when it is her turn, but the turns are not distributed
a-temporally. In fact, every participant in the battle (player characters as well as
enemy non-player characters) have to wait for a specific amount of real time for
their turn to come. Since the time for each participant is different according to
their individual character attributes, the order of turns might change throughout the battle. After the player’s pause time has passed, she is allowed to issue a
101 For a similar distinction, cf. Wolf 24–26. Josh Bycer, in his article The Abstraction of Skill in
Game Designs distinguishes between what he calls levels of “skill abstraction”.
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command. This enforced pause can be used for strategic deliberation (there are
usually different options for attack or defence available to the player), but it is a
limited time, after which decisions should not be delayed any further.
When it comes to those pure reflex choices where the timing is extremely
short, an important precondition for their quickness is that there is no ambiguity about the expected outcome of a choice. Though there might be ambiguity about whether the player will be able to actually and successfully make the
desired choice, the successful outcome itself is perceived by the player as clear. In
most first-person shooters, for example, the player is never in any conflict about
whether she wants to shoot approaching enemies, the desirability of shooting
them is an established fact that needs no deliberation. But even these strongly
reflex-based and time-constrained situations can be complicated with regard to
the desirability of outcomes, for example through the inclusion of bystanders or
hostages that must not be shot. This is regularly employed in games like Modern
Warfare 2, Red Dead Redemption, or House of Dead – Overkill. Here, the player
needs to make a minimal assessment with each target, deciding whether it is
desirable to shoot or not. Still, such decisions are made under such time pressure
that the player is hardly aware of them.
One might compare this situation with one in which the player is able to
choose between a confrontational and a stealthy approach to overcoming an
obstacle. In order to get to a specific point, the player needs to get past an armed
guard. The guard, who is not aware of the player yet, walks into her direction.
The player can now either shoot the surprised guard, or hide somewhere before
the guard has reached her, and continue on her way once the guard has passed.
Thus, a time constraint is present, but it leaves enough time for a more thorough
deliberation on the course of action than the Modern Warfare game. The player
might consider the danger of alerting more guards through the gunshot and the
danger of being detected should the guard turn or the player make a noise. The
player might even have time to question the ethical validity of one action over
the other.
As we have seen, not all player choices are equally optional. This is first of all
dependent on the temporality or a-temporality of the choice situation, but also
on the function and valorisation of the ‘no choice’ option. Concerning the latter,
one can distinguish between choices in which the ‘no choice’ option leaves the
‘before’ state unchanged and those where the choice is made under the condition
of a necessary change of the state. In this case, the ‘no choice’ option means that
this change occurs. The first type would be exemplified by the choice between
painting a white wall red or green or do nothing at all. Not choosing between
red or green means that the state of the wall remains unchanged. The second
type would be exemplified by the choice between eating a cheese sandwich, a
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ham sandwich, or nothing at all, with the precondition that not eating anything
will lead to the feeling of hunger. Note that the second type necessarily involves
the element of time (the chooser becomes hungry over time) while the first type
ignores time (as we have discussed, given a large enough amount of time, every
state of affairs will change without direct choices having been made – so for
example the white wall might get stained or dull).
The first type is not necessarily devoid of motivation, though. Even though
the ‘no choice’ option will leave the state of affairs unchanged, the changes introduced by one or all of the ‘action’ choices might still be preferable to the original choice. If it is my express desire to add some colour to my room, then I will
definitely value both red and green higher than white, and will be consequently
motivated to make a choice after all. The difference is that I am making this choice
from the desire to turn the state of affairs into a better one, whereas in the second
type, my motivation for making a choice is mainly to prevent a change for the
worse in the state of affairs.
These two types are important for understanding how choices work in video
games, and especially to see how many of the choice situations in games involve
the second type. It is one of the main features of video games that they simulate
dynamic systems, systems that are capable of changing their state of affairs. These
changes can be brought about by the player’s input. If a player opens a door, then
that door’s state changes from closed to open. This is the actively nodal, or rather,
the reactive part of the game, but video games share this feature with other games
such as Peg Solitaire. In a game of Peg Solitaire, there are only choices of the first
type. But game systems also change without any input from the player. This is
what we have called the dynamic nature of video games, the feature that differentiates them from Peg Solitaire. Game systems can create changes of the game state
independent of player action, leading to the creation of type two choices. In fact,
almost all video games that are not turn-based (and that therefore do not discontinue the flow of time) have for the longest time been strongly dominated by this
type of choice. One might just try to imagine a non-dynamic, though interactive
or reactive version of Space Invaders: the player can move her battleship across
the screen, can fire lasers, and when the laser beams hit the alien spaceships,
they explode – but the alien ships do not move on their own. Voilá interactivity
and perfect boredom. Video games would have hardly become such a successful
medium if they had merely allowed the players to respond to responses, but had
not challenged them to respond to unsolicited and unprovoked changes.
From the perspective of game design – a perspective that carries as its main
goal the player’s ‘fun’ – there is only a rather limited appeal to type one choices,
and they have consequently played only a limited role in games. A type one choice
could be seen in the decision of a player of a shoot ‘em up to continue with a new
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level after the previous level has been finished. Choosing not to continue will
leave the game state unchanged, there are no penalties for not playing further.
But there is a desire to change at least one element of the game into a better state,
and that is the game’s score, which will only increase when the player continues
to play. Another desire would be to have fun while playing the level, but that fun
is mainly generated through the game actively introducing changes to the game
state and forcing the player to react in order to avoid unwanted consequences.
Automatically scrolling games are perfect examples for this: while the player has
a limited amount of freedom to move around the screen, the whole gameworld
is continuously moving past her, so that enemies, targets, or obstacles inevitably approach, forcing reactions if the player desires to avoid being destroyed. An
even more clear-cut example is the feature of what has sometimes been called an
‘advancing wall of doom’.¹⁰² Here, a dangerous threat is advancing spatially on
the player, who has to outrun it in order to stay alive. This could be rendered as
an advancing wall of fire, continuously rising water levels, a time bomb, or the
shrinking red hot walls in Edgar Allan Poe’s “The Pit and the Pendulum”.
As has been shown, type two choices are created by the desire to prevent the
state of the gameworld from becoming worse – to ensure the safety and continued existence of the player character, and possibly to prevent the destruction of
the gameworld. Type one choices, on the other hand, are motivated by the desire
to ameliorate the state of the gameworld. It should be obvious that the success of
type one choices is heavily dependent on a player’s semantic investment into the
gameworld. It is dependent on how much the player cares for the gameworld and
what goes on in it. Type one decisions are rarely made for very abstract motivations. One might think that such an abstract motivation would be the desire to
‘ameliorate’ the particular aspect of the gameworld that is the game’s score. But,
strictly speaking, this is not a motivation within one game, but between different
runs of a game. It is a motivation that transcends a single run, because no single
game score can be motivating unless when compared with the scores of other
runs.
It is clear then that type one choices could only gain in prominence with the
increasing verisimilitude of gameworlds. As this choice contains the desire to
ameliorate an aspect of the game state, the motivation for it will rise with the
complexity and ‘life-likeness’ of the aspects in question. One can note that type
two decisions are related mainly to combat situations, and type one often to construction options. When looking at games with construction gameplay, one can
further differentiate between different mixtures of type one and type two:
102 For an explanation and countless examples, see “Advancing Wall of Doom”.
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Predominance of type one: especially in its ‘Classic’ mode, the game Minecraft is exclusively focused on construction, with the amelioration of the
gameworld the only motivation for play
Balance of type one and two: most construction games like SimCity derive
their initial motivation purely from the desire to create, but involve the creations in a complex and dynamic system that will eventually also force reactive decisions by the player. Thus, building houses in a city will increase
inhabitants, but will also create the demand for food over time, forcing the
player to create farms and so on.
Predominance of type two: most real-time strategy games like Starcraft fall
under this category, as the main initial motivation for construction is the
expectation that an enemy is doing the same simultaneously, and the main
part of the game combines dealing with the hostile actions of the enemy, an
activity that merely involves construction
The aspects of time/timelessness and necessity/optionality show not only that
player choices can be vastly different in their nature (from using pure reflex for
dodging oncoming obstacles at full speed to endlessly pondering over the placement of a factory within a city, or having trouble to decide which of the factions
of a civil war to support), but that these changes demand differing degrees of
involvement with a game’s meanings, its fictional embedding and, ultimately, its
narrative. There can be choices that are made purely with a regard for the gameplay, that indeed make the player forget about a game’s fiction and concentrate
purely on a game’s manual challenges. Statistically, such skill-based reactionary
choices are by far the most common choices in video games. But, as we have seen,
video games also enable choices that leave enough time for deliberation, and for
differential valorisations of options that can only be made when the player takes
into account the meaning of the gameworld. Obviously, it is such choices that a
perspective on video games that focuses on their ability of creating non-unilinearly evolving storyworlds is most interested in. The following will therefore look
at what happens when choices acquire meaning for the player.
5.2 Choice and Meaning
At their most abstract level, player choices are merely choices between a number
of options that the rules of a game allow at a specific point in the game. Viewed
from the perspective of the game mechanics, these choices have no significance
beyond the function of the outcomes of all choice options in progressing the game
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from one predetermined state to the next. By looking at the underlying game
mechanics, all choices can be reduced to functions in the game progression.
In this sense, player choices in video games can be fully described in gameplay terms, for example by referring to objective aspects of the game such as
numerical values (the effectiveness of one weapon over another, when weapons
have an ‘attack value’) or physical positions within the game space. Also, when
restricted to that perspective, player choices should theoretically be engaged by
applying what one might term gameplay rationality. The mechanics of player
choices are designed with a homo ludens oeconomicus in mind. The idea of gameplay rationality refers to the fact that from the position of game design (that is,
with complete information about all choice situations), player choice will either
have a clearly preferable option or be irrelevant. In both cases it means that the
choice is not truly a choice. To fully work, gameplay rationality must presuppose
that
1. there is full information and that
2. the fictionality of a game is of no concern.
The first is given because, as created systems based on the discrete mathematical
units of code, video games theoretically only contain choice situations with full
information. There is no situation in which, from the perspective of the game’s
design, a choice is not either necessarily obvious or irrelevant. This means, paradoxically, that from the vantage point of the game’s design, all choices in video
games are necessarily uninteresting. Therefore, video games need to employ three
tricks to make them appear interesting to players: making obvious choices physically difficult to achieve, keeping the relevance of a choice ambiguous by not providing full gameplay information to the player, and sometimes at the same time
providing additional gameworld information. The first mainly concerns what has
been described earlier as skilled reactions, choices that are made with little ambiguity (the player has no doubt that she needs and wants to shoot the ugly monster
running up to her) but under high time pressure (the monster is fast).
Of more interest from a narrative perspective is the second trick in combination with the third. Because even if choice situations contain complete information from a game design perspective, and anything that does not concern gameplay is irrelevant, this is not how players will perceive them when they are being
offered. Instead, they will often be provided with only incomplete information as
to the availability and number of options, and especially the consequence of the
different options. The player is therefore often (indeed most of the time) unable
to apply gameplay rationality. What she gets instead is what has been described
earlier as the semanticization of rules, that is, information that is in some way
connected to the choice situation (for example by being used as a descriptor of
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the situation, by calling a door a door or by showing the image of a door), but that
is not necessarily connected to gameplay relevance – the player might see three
doors, but only two can actually be entered. For the player, the situation seems
to contain the information ‘three doors to choose from’, though this is not true.
In actual game performances, gameplay rationality is often influenced or
even substituted by the player’s considerations of the meaning of a choice situation. The way the player perceives them, choices are not only functions in the
game’s structure, they are also regularly presented as meaning something, as
representing something other than their pure function. This combined with
a common lack of clear or complete gameplay information means that, for the
player, many choices cannot be understood but by referring to the specific semantics that a game creates, and consequently its fiction and narrative. Such choices
could be called ‘semantic choices’, as they in part or even largely depend on the
meaning of the options available to the player, at least for the experiencing agent.
One might think of the ‘game’ that Bassanio is asked to play in Shakespeare’s The
Merchant of Venice. The game rules merely state that there are three caskets, that
the player’s task is to choose one of them, and that two of the choices result in the
player loosing the game, and one in winning. The players know all of this, except
for the information which of the three caskets is the winning one. All they have
is a 33 % chance of winning. But what they also have is the look of the caskets,
one being made from gold, one from silver, and one from lead, and bearing three
different inscriptions. These are the game’s semantics, and though they are not
necessarily connected to the game’s rules, they turn out to be the key to successfully play the game.
A semantic choice is therefore a choice in which at least part of the information that a player is provided with is derived from properties of the fictional
world that the game creates. An example would be the choice to ‘press (N) to
enter the north door or (S) to enter the south door’. The existence of the choice
and the reference to the game’s interface (the buttons (N) and (S)) derive directly
from the game design, but to name the two options ‘doors’ and to imagine them
accordingly, is a proposition that is an arbitrary convention not necessary to the
game’s design, but that is added as a layer of meaning. Semantic choices therefore always relate to something beyond the game design. They are also part of the
process of fictional world-building. In the example, the player makes the mental
note that there is a gameworld in which doors exist in general, and two doors
exist specifically.
One example of such narrative choices are all those that are character-based.
As has been already discussed, some player choices are also motivated by the
player’s conception of the character. That is, the player bases the decision on the
consideration how well it fits into the pattern of behaviour assumed to be the
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right one for the character. This is done in the context of role-playing. In order
to role-play, a player needs to develop a narratively relevant idea of the character. Character-based decisions are most common in CRPG, and they are mainly
expressed through a choice of the character’s gameplay abilities and the use of
dialogue trees. With dialogue trees, the player often has a choice between different answers that have the same informational content, but use different rhetorical
styles indicative of character, such as gruff or friendly. Games like Mass Effect 2
and Dragon Age 2 use a colour-coding system to indicate these different styles.
One of the most common gameplay elements of CRPG is that they enable the
player to choose between different abilities for their player character. This is most
commonly referred to as ‘classes’. The choice of a specific class will determine
the range of options that a player character has in a given situation, as well as
sometimes the consequence of later choices. Common classes in fantasy-themed
CRPG are for example the warrior, the rogue, and the wizard. Choosing the
player character to be a ‘rogue’ might for example provide her with the ability to
pick locks, an ability that the warrior does not have, or not to the same degree.
When encountering a locked door later in the game, the rogue player character
will therefore have a larger set of options. Choosing to be a warrior, on the other
hand, will make the character stronger. When encountering an enemy later in the
game, an attack by a warrior will therefore have a higher consequence than the
attack of a weaker rogue. In some of the more complex games like Dragon Age or
Skyrim, the gameworld will also react differently to a player character depending
on the class or ‘race’ chosen. Non-player characters will make different comments
in passing or have different dialogue options, and some quests might only be
available to specific classes or races. Dragon Age even has six completely different beginnings with differing quests, depending on what kind of character one
chooses to play before the game starts. But while classes are most often chosen
before the actual start of the gameplay, CRPGs continuously provide players with
additional choices about the specific abilities that they can acquire for their characters.
Character-based choices can overlap with and sometimes overrule gameplay
rationality. Thus, the tactical choice for a specific weapon can be overruled by
the player’s idea that ‘my character would never use an axe, she is more the bowand-arrow type’, even though choosing the axe might have given a real gameplay
advantage. Similarly, one can choose to ‘play good’ or ‘play evil’, especially in
games with a rather simple and clear-cut morality system like InFamous, a choice
that will predetermine moral decisions throughout the game.
Since choices can only be called such when their outcomes differ in some
way, that is, when the state of the gameworld changes because of at least one of
the choices, they can be generally seen as situations that lead to state changes.
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Thus, when in semantic choices the state is understood to (also) be the state of a
fictional world, these choices can be described as (narrative) events. The player
not only perceives the choice to relate to aspects of the gameworld, but to be part
of the gameworld’s narrative development. And since a choice situation presupposes the expectation that the different outcomes will actually differ from each
other, to experience a choice in a video game as narrative is to experience that
game’s narrative as open. There are different indications as to when a choice is
perceived by the player as being narratively relevant:
– the choice is perceived as a meaningful action that can be described with the
semantics of the storyworld
– the choice is made by the player also as a choice of a diegetic agent
– the choice has consequences on the internal development of a storyworld
In order to be perceived as a narrative choice, it must be understood as a meaningful action that can be described with the semantics of the storyworld. This
presupposes, first of all, that a storyworld exists, and that agents and actions
can be described as part of that storyworld. This means that it is not enough to
describe a choice in the terms of player interaction, for example by referring to
the interface that the player interacts with, but that is not a part of the storyworld:
Contrast the choices ‘Press button x or y’ and ‘Fight the monster (by pressing x) or
flee (by pressing y)’. Both choices might be identical when looking at the gameplay mechanics, but the latter is perceived as narratively relevant by referring to
elements that exist exclusively in the storyworld.
As the last example already shows, a choice made in a game that is perceived
as narratively relevant is double-coded in that it refers both to the storyworld (the
monster) and to the player and her interaction with the rules (‘press a button’).
It is one of the characteristics of narrative choices in games that they have a
doubled form of agency. While, in order to be a player choice, the player must be
the actual agent of the choice, it is at the same time understood and experienced
by the player as the choice and action of an agent that is part of the storyworld.
This can be the avatar/protagonist of a game that clearly identifies the player with
one diegetic agent (basically all games with navigable space such as CRPGs, firstperson shooters or sandbox games). In other games like strategy games there can
be a number of different diegetic agents such as military units.
Making a choice (also) as a diegetic agent is usually reflected in the restrictions that apply to the range of options that the agent (but not the player) has.
These are mainly based on rules, but can be experienced as narrative. If a chess
player moves a knight, she will make that move also as the knight, restricting its
movements to what is allowed to this type of board piece. Unrestricted, the player
would be easily able to move the piece somewhere else. Though they usually do
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not ascribe any fictional specificity to it, chess players agree that their game is
taking place in a world in which one agent is differentiated from the others by
being called a ‘knight’ and by being only able to move in a specific way. These
restrictions are voluntarily accepted by the chess player. In video games, they are
usually non-negotiable, as they are fixed within the game mechanics, but there
is much more effort put into explaining them through fictional specificity. On the
other hand, the placing of such units on a strategic board before the beginning of
the game (and therefore with no narrative/diegetic restrictions), or the choice of
a male or female protagonist before the beginning of the game are not narrative
choices in the way that the term is used here.
In order to be a narrative choice in the sense here discussed (that is, pertaining to the experience of the game’s diegesis) the choice also has to have
consequences on the internal development of a game’s storyworld, in contrast
to choices that have consequences on the external shape of the storyworld, i.e.
change the storyworlds nature, such as choosing the type of landscape, or choosing whether the protagonist is male or female.
5.3 Choice, Information, and Narration in Video Games
As has been shown, information is a very important aspect of any choice. This is
doubly true for video games, which create choice situations where all the available information is controlled by the game design. In a real-life game of soccer,
a player’s choice to run after an opponent might be influenced by the player’s
knowledge that she is exhausted, but her specific exhaustion is not part of the
original ‘game design’ (a different player would have made the same moves/
choices/actions with a different state of exhaustion). In a video game, the player’s
state of exhaustion is completely prescribed by the game system, often by not
taking it into account at all – player characters can run continuously without
becoming tired – but always in a clearly circumscribed way, as in the hardcore
mode of Fallout: New Vegas.¹⁰³
In a video game, all choice situations contain full information if one takes the
game design perspective, and yet hardly a choice situation makes all of this information available to the player. Indeed, handing out and withholding information
about choices is one of the most important methods of video games to make their
choices interesting to the player. There are two types of information that can be
given out to players, game design information and gameworld information. While
103 At this difficulty level, the player has to let her character eat, drink and sleep regularly in
order to prevent hunger, thirst and exhaustion with potentially fatal consequences.
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the first is concerned with the necessary, rule-bound function of a choice within
the mechanics of the game design, the second is concerned with the optional
semantic level of meaning that is ascribed to the choice and all it concerns.
The function of game design information is to tell the player how a game
works, what the objectives are, and what the best way to achieve them is. Therefore, game design information is self-referential, always implying a statement like
‘this is a game that is defined by the following rules’. Since games are designed
systems, no game rule is necessitated by anything outside of the game, especially
in games that do not rely on physicality like video games – here, everything only
exists because it is part of the design. Referring to any part of the design will
therefore always imply an acknowledgement of the game’s status as a created
object.
As we have seen, presupposing that the player’s desire is to succeed at the
goal set by the game, her decisions should be based on how well they support the
achievement of this goal. This is what has been called gameplay rationality. In
this regard, information about gameplay consequences are of vital importance,
as true gameplay rationality can only work with complete gameplay information.
On the other hand, complete gameplay information will render player choices
either imperative or irrelevant, and make them uninteresting in both cases.
Therefore, video games are careful about restricting information about concrete
gameplay consequences. A game, or rather ‘non-game’, that playfully explores
this is the flash-based You have to burn the rope. It is a very simple platforming game, in which the player only meets one enemy, the ‘Grinning Colossus’. In
order to defeat this enemy, the player has to reach one of the torches in the room
and carry it to the rope holding up a huge chandelier right above the Colossus,
burning it. The originality of the game lies in the fact that this is spelled out by the
game itself without any ambiguity. Not only is the title already a clear rendering
of the vital gameplay information, everything the player could possibly want to
know is displayed as text on the gaming screen while the player is approaching
the ‘boss enemy’. Thus, it renders absurd all the elements traditionally thought
important for this genre (skill, problem-solving, variety) and turns ‘winning’ this
game into what is probably the shallowest victory in gaming history.¹⁰⁴
Especially in earlier video games with less developed interfaces, game design
information was provided mainly outside of the gameplay proper, through printed
instruction manuals that were bought along with the game. These instructions,
which also included information about how to install and run a game, usually
never attempted to hide the fact that they were referring to a game as game. And
104 A somewhat more complex play with gameplay information and the player’s free choice is
attempted in The Stanley Parable, a modification for Half-Life 2.
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they certainly did not provide complete information, unless they were completely
built on obvious choices difficult to enforce. Tetris would not be spoiled by providing complete game design information, whereas a CYOA game would be seriously hurt by giving any information about its choices except for their existence.
More recent games are designed in such a way that the player can directly
start playing the game without having to consult any instructions before gameplay, providing all the necessary game design information (and no more) during
gameplay. As dynamic systems, video games are the only kind of abstract single-player game that can successfully withhold game design information from
players. That is because video games enforce their rules themselves, and need
not rely on the player to do so. No player of chess, checkers or backgammon can
successfully play without having a complete knowledge about the game’s rules,
and therefore its design. The lack of information necessary to make choices in the
game interesting comes into the game through the existence of an opponent. This
is why chess cannot be played by a single player in an interesting way.
Only video games can throw a single player into a game, provide her with a
choice situation, but deny any clear information about the type of consequence
that the different options will have. It is important to make this qualification,
because many games work with probabilities, that is, they do give the player
information about a finite set of possible outcomes, but only a probability about
which of these outcomes will be actualised. If I place my money on ‘even’ in a
game of Roulette, I should know that the possible outcomes are ‘even’, ‘uneven’,
or ‘zero’, and that the odds against winning are 1.111 to 1. But if I enter through a
door in a video game, I might have no clue as to the very nature of the options that
await me. A fire-breathing dragon? Gold? An empty room? More doors? A system
crash?¹⁰⁵
105 This theoretically unlimited openness has been used as another argument against applying
narrative categories to video games: “But there does not need to be a story. This is why this medium is so revolutionary. It allows us to explore ideas beyond the logical constraints of cause and
effect. In a space where many realities can exist simultaneously. Real-time technology is a poetic
technology – a medium that allows us to explore the infinity of a moment.” (Samyn Contradiction
of Linearity) I would beg to contradict that games do not do away with causality completely, but
that they rather (re)introduce the notion of contingency into the determinist model of narrative.
Video games (and all FNs?) create a fundamentally paradoxical situation: at the moment of the
node, the player enjoys the freedom to choose an action, rather than having that action be a
consequence of previous choices, while at the same time expecting the choice to have causally
related consequences. A game that really does away with causality would have to exchange it
with randomness. The player would have the option to choose actions, but the consequences of
these actions would be in no way related to the choice. Nobody would enjoy a game where the
movement of a pawn across a board might make the board turn into a flower pot.
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How do games get away with this? The answer is that they combine game
design information with gameworld information. Because the player recognises
the gameworld as a fictional world that is modelled, at least in some regards, on
her own world or on other fictional worlds she has experienced, she will start to
calculate probabilities by analogy to her own or other fictional worlds. ‘Opening’
and ‘entering’ something that is visually reminiscent of a door will lead the player
to expect another room, and not a menu, or a big fish, or a mathematical equation. These expectations, and the probabilities they involve, are of course mere
illusions. From the position of game design, there is no necessary reason why the
activation of an option that is marked with ‘enter door’ in a game should not lead
to a mathematical equation. The only thing that speaks against it is the consistency of the fictional world projected by the game.
Without a trust in the coherence of a game’s fictional world, and the willingness to base choices on information about that world, all choice situations that
do not provide complete game design information would appear as arbitrary to
the player, regardless of whether they are or are not. From a FNs point of view,
this vastly increases at least the experience of openness in a given choice situation, since it includes, besides the options actually made available by the game,
all the options that the player expects as probable. Of course, the semantic and
the gameplay perspective are constantly at strife, and as the game progresses,
the player will often learn to narrow her expectations (that were initially mainly
based on real-world analogy) by analyzing what the game actually does offer as
options, and deriving possible rules and probabilities from her experience. These
new probabilities are then based on inferences about the game design, and they
can gradually override the more narratively derived expectations. InFamous
and Skyrim are both open-world games that give the player a huge area to freely
explore. Both contain buildings as part of the navigable space. InFamous, being
set in a Manhattan-like metropolis actually consists of little more than buildings.
Consequently, the player encounters innumerable doors – or rather, signs that
resemble doors, because almost none of them can be opened. The buildings are
to a large part only surfaces that can be explored, but not entered. In Skyrim, on
the other hand, there is almost no door that cannot be opened in principle. The
door might be locked (giving the player a chance to pick the lock) or might require
a key, but in this case the key will most likely exist somewhere in the gameworld.
The game thus puts a lot of effort into encouraging players to base their expectations about the gameworld on reality, where doors most of the time do indicate
the possibility of entrance. Players who approach InFamous with the same expectation will have it frustrated rather soon, when door after door will not yield an
entrance into a building. Finally, players will adjust their expectations and will
disregard doors as viable player options. And they will most likely not do this by
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referring to the gameworld (there is no narrative reason why the game’s protagonist should not be able to open and walk through doors) but by referring to the
game design (‘In this game you can’t enter most of the buildings’). This is why
games are experienced as narratively open especially at their beginning, when
the player’s knowledge about the game rules (and their necessary abstraction of
real-life complexity) is lowest.
But if, in making a choice that has been described here as semantic, the player
interprets and evaluates aspects of the gameworld not only as functions within the
game design, but as existents in a storyworld, this has a number of consequences
for the way that players engage such choices, the most important concerning the
reliability of the information. As in the case of the narrators of written narratives,
games have for a long time taken gamemasters (the auctorial instance that gives
the player a goal [usually involving gameplay actions] and that legitimises this
game through narrative) as completely reliable. Just as with narrative, the default
position for the gamemaster is auctorial, i.e. the gamemaster is the ultimate point
of reference for the truth of and in the storyworld as well as the game mechanics.
If a game tells the player that a certain button has no functionality at a specific
point (often through a specific sound) or that the player character’s name is Mario,
there is no reason to believe these statements to be untrue, simply because the
gamemaster is also seen as standing in for the creator of the game mechanics and
its storyworld. This is especially important in all games that rely on combat (which
is the majority of all games), since the gamemaster usually guarantees that the
more often than not heavily violent actions of the player are absolutely justified in
the ethical framework set up by the gamemaster. The legitimizing narrative can be
minimal (in the game space Invaders it is arguably restricted to the very title: your
enemies are invaders from space, therefore you have an obligation to shoot them
in self-defense of humanity), but it is usually not questioned. More recent games
like Deus Ex or BioShock have done exactly that, though.
Deus Ex made its mark on gaming history not least by complicating the relationship between player and gamemaster. The player had to learn through her
engagement with the gameworld that the agent issuing commands to her was not
a representative of the unambiguous and authoritative game’s design and rule
structure, but itself only part of the gameworld and as such unreliable. The game
introduced the idea of non-player character factions with differing particular
interests to a genre that had commonly relied on a very straightforward relation
between game and player: the game told the player what to do, and the player
did it. There is no moment of hesitation in the original Space Invaders about the
motivation or potential legitimacy of the aliens: maybe their planet died and they
need a new place to live? Maybe we were the first to shoot, otherwise they would
have been friendly? Such questions do not make any sense in the context of this
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game, because the game states that there are invaders and little else, and the
rules leave no choice but to resort to shooting. And the same goes for early firstperson shooters like Doom. Deus Ex revolutionised this through a blending of
genres, combining for the first time the visual mode and structure of a first-person
shooter with the organizational and narrative structure of a RPG, where player
characters regularly get objectives from agents within the gameworld. By ‘camouflaging’ the early (and, as it turns out, questionable) objectives in the game
as unquestionable game directives, this game initiated the awareness that game
rules might not always be as non-negotiable as players had been led to believe.
Still, games to an overwhelming degree rely for their functioning as games
on the player’s unconditional trust in the gamemaster, but more and more games
have started to encourage the player to be more wary of what is being presented
as true and real in a game. BioShock is another notable example of a game that
directly problematised a player’s blind obedience to the game’s rules rendered as
a voice of authority. The player is helped through the largest part of the game in
manoeuvring the game’s dangerous space by a non-player character that communicates to the player character through radio. This non-player character regularly tells the player what to do next, always using the words ‘would you kindly’
to start a request. It is only very late in the game that the player character learns
through a cut scene that his mind has been manipulated in such a way that these
words inevitably trigger obeisance. He has been a puppet on a string for the nonplayer character, and had never been able to make his own choices. But while the
mental conditioning part is only true for the fictional player character, the player
is also invited to reflect on her true range of agency as a player. After all, she
did fulfil all the objectives as faithfully as if she had been mind-controlled. Rich
Stanton describes this moment as an epiphany about the player and her illusion
of freedom:
This cutscene is not your usual convenient expository device: it uses the convention to
emphasise your mouse-clicking impotence. As you breathlessly take it all in, Atlas shouts
at you to grab Ryan’s key and ‘would you kindly’ put it in a machine. A key that looks suspiciously like the keys from Doom. A key that could be any of the other hundreds of keys
you’ve picked up in games. In every game, be it an FPS or otherwise, you think you’re in
control. You think that you’re doing what you want to do. But you were never in control and
you never have been. You unthinkingly follow instructions, however phrased – and follow
them to scripted conclusions. You’re suddenly aware of the illusion of agency that games
project: allowing you to interact only with what and where they say so. A game chooses. A
player obeys. (Stanton)
In most cases, the relativization of game objectives, the loss of trust that commands in a game are unambiguously true, is achieved by a differentiation between
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commands that are internal or external to the game’s storyworld. Like the distinction between an extradiegetic and an intradiegetic narrator, game objectives can
be voiced from an agent that is not part of the storyworld, but a representative
of the game design, and therefore from the position that is responsible for the
game’s very existence. Or they can come from an agent within the storyworld. The
radicalism of games like Deus Ex and BioShock is that they attempt to transgress
and overcome this differentiation, and thereby force the player to question her
obedience to the gamemaster’s authority. But even without such almost metaleptic boundary transgressions, delegating the communication of most or even all
game objectives to the internal level increases the player’s obligations to evaluate
those commands in ways that only work when put in relation to the storyworld.
It is by now common especially for CRPGs to differentiate between internal and
external commands and to make that distinction clear in the way that instructions are communicated to the player. Questlogs (which are, after all, expected to
be voiced by the gamemaster) might contain sentences like ‘character x asks you
to help against y’, or ‘bring the ring of power either to faction x or y’, after both
factions have communicated their claim to the player earlier.
Some games have even specialised in both obliging the player to gather all
information on game objectives purely from storyworld sources and at the same
time creating situations in which two objectives will get in conflict with each
other or are mutually exclusive. They try to create situations in which the ‘right’
decision (especially from a moral point of view) is undecidable, while still providing the decision with a high emotional impact. Thus, in the “Nature of the
Beast” quest in Dragon Age, the player ultimately has to decide on which of two
opposed factions (werewolves and elves) to bestow her loyalty. While the right
course of actions seems clear enough at the outset of the quest (good elves versus
bad werewolves), the player is gradually given more and more information that
questions this, until he ends in a moral quagmire. In Fallout 3, the player encounters (within the vast wasteland created by a nuclear war) a secluded oasis of
vegetative growth. This growth is made possible by a genetic mutation that has
permanently linked a human being with a tree. The player talks to the tree/man
and learns from it that it suffers badly and wishes to die. The player is asked by
the tree to destroy its heart. But the oasis is also peopled with other humans,
who have created a cult, worshipping the tree as a god (reading his statements so
metaphorically that they completely ignore his pleas for death). Two of the villagers offer alternative requests to the player: she can either ensure that everything
will remain as it is, the tree will live and the oasis remain as it is, secluded and
undetected. Or she can do something to encourage the growth of the tree, making
its vegetation (the only left in the wasteland) spread out beyond the oasis, but
ending its quiet and secluded life.
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There simply is no singly right course of action in this case, which is even
reflected in the game design, since rewards and punishments for the different
options are fairly balanced. One should also distinguish cases like this from the
more common ones in which the player has a main objective (to reach some kind
of ‘winning’ condition) and given a number of options with incomplete information about their outcomes (and therefore about the question which option is
most conducive to achieving the main objective). This is the case of someone who
reaches a fork in a multicursal labyrinth that she wants to exit. In the examples
described above, on the other hand, the game withholds a clear objective on the
level of gameplay information: in Fallout 3, the whole Oasis episode is not part of
the main quest, the place is usually found more or less by chance. The player only
acquires these conflicting and unreliable objectives through engaging with the
storyworld, and the choice between them is only interesting as long as one takes
the fictional level into account. It is not about winning the game so much as about
making a choice in a storyworld, and it is the meaning of that choice that will be
of the highest importance to the player. Since she acquires almost all information
about her choices from within the gameworld and gameplay information is systematically withheld from her, she must engage these choices as if they were what
they indeed seem to her – different ways for a story to unfold.
Besides calling into question the commands that are being communicated
from the game to the player (by actually directing them to the player character),
some games also produce uncertainty about their visual presentation by using
the distinction between player and player character. All games that use visual
presentation create something that the player sees. But those that contain recognizable and anthropomorphic avatars (player characters) also contain at least the
idea of those player characters’ perspective. In a game like Space Invaders, it is
obvious that the player sees something else than the player character (the spaceship firing at the aliens). It was only through the revolutionary introduction of the
first person perspective and three-dimensionally rendered navigable space that
the two perspectives seemingly merged. That they are nevertheless still visually
double-coded can be seen by the presence of visual gameplay information, such
as information about the player character’s health or quest markers in the form
of flowing exclamations marks above the heads of non-player character who give
out quests.
But the aligning of player and player character perspective also brought with
it an implicit – though in no ways necessary – assumption that what both see is
realistic in the sense that it is a faithful image of what is being represented. After
all, it is vitally important that the player perspective shows things ‘as they really
are’: if the player is to be able to shoot the alien spaceships, he needs to know
exactly where they are.
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Only recently have games begun to reintroduce a stronger distinction
between the two perspectives, though with the difference that now it is the player
character’s perspective that is presented, and the (differing) player’s perspective
that must be implied. The most common occurrence of this is the indication of
injuries that the player character receives in first-person shooters. Often in these
cases, when the protagonist looses a lot of his health, this will influence visual
presentation. This can be done through blood spatters in the first person vision
(while some games handle this in an attempt at realism, e.g., Modern Warfare 2),
others use it in a more stylised way, even completely unrealistically in a third
person perspective (e.g., Red Dead Redemption). Even more abstract and reflecting on the protagonist’s ‘worldview’ are those games where the screen becomes
grey when the protagonist is hurt and in real danger (e.g., InFamous, Prototype).
Obviously, the player doesn’t see what the gameworld looks like, but what it looks
like to the player character.
A step further towards the use of internal focalization is taken by a number
of games that have protagonists that suffer from delusions or have visions. Occasionally – and without any indication of the fact – the game will let the player see
these delusions as if they were really there. Examples include BioShock, Singularity, or Dead Space 2. In these cases, the delusions are mostly clearly marked as
otherworldly through their ghost-like appearance. A more problematic and interesting case can be found in Kane & Lynch, where the player character is holding
people hostage at gunpoint in a bank, and suddenly sees armed policemen
advancing on him. The player will most likely react to this by starting to shoot at
the enemies, only to realise later that the policemen were imaginary and she has
killed unarmed civilians.
Another clear and interesting transgression of the separate levels of communication can be found in the game Eternal Darkness: Sanity’s Requiem. The game
uses a psychological horror theme and employs what is called a ‘sanity meter’.
This meter can be gradually depleted by events that are likely to disturb the
player character, and when its value is low, the player character will start to hallucinate. The player (through the player character’s eyes) might see enemies that
are not really there, or see and hear things that are only a product of the player
character’s imagination. So far this is no different to the vision that the player
character has in BioShock or Singularity. But the game will also start to manipulate that part of the presentational level that is external to the player character’s
perspective. The game will for example simulate anomalies with the game system
(the Gamecube) or the TV, or manipulate the sound volume accompanied by a
fake television volume indicator on the screen. The unsuspecting player might
thus experience a mise-en-abyme when the hallucinations become hers instead
of her character’s.
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5.4 Choice and Consequence in Video Games
Whenever players make a choice in a game, that is, decide to actualise one of at
least two options they have, that choice will not only alter the current state of
the game, but will alter it in a different way from choosing the other option(s).
All actions have consequences, but in a nodal situation, there is more than one
possible consequence. The expectation of consequence is what keeps players
motivated to make choices – if nothing results from my actions, or decisions for
actions, why make them in the first place? – but, as we have seen, games will
withhold clear information about the consequences. Especially in those cases
where they are withholding gameplay information, the player’s focus turns
towards a decision’s storyworld significance. In order to do justice to the importance of player choices in the specific narrative experience of video games, one
needs to take a further look at the way that consequence is used, presented, and
experienced in them. The existence of consequence is one of the core characteristics of all games, but video games differ significantly in their use of consequence
in a number of respects. Not only is the range of consequence unprecedented in
any other game; as dynamic systems, they can also temporarily withhold information about consequence, and they have a special relationship to the way that
players are forced to accept consequence.
It should be clear from the outset that when we talk about the consequence of
choices in video games, the frame of reference is strictly limited to the gameworld.
Consequence in this sense is always in-game consequence. It is one of the defining features of all games that the consequence of a player’s actions for the game
are independent of the consequences in the real world. Of course there are constant overlaps: running in a soccer game will make the player exhausted inside
and outside the gameplay, and time spent gaming is real time spent, though not
necessarily the same amount (an hour of play time might stand in for a year in
the game). But the meaning of actions within the game is independent of their
meaning in real life. A soccer ball might perform an actual physical movement
through space, but the meaning of reaching a certain position – a goal has been
scored, the ball is ‘out’ – is exclusively a property of the gameworld. And as soon
as these gameworld meanings acquire consequence for the real world – a scored
goal will earn the player real money – the game starts to lose its status as game.
A fight to the death in the video game Mortal Kombat is a game, a real fight to the
death is not, at least for the ‘performers’.¹⁰⁶
106 Mary-Laure Ryan uses this differentiation to counter Espen Aarseth’s argument that choice
brings video games closer to life than to narrative, cf. Avatars of Story 190–191.
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Besides the necessity of distinguishing between in-game and gaming consequence, a further differentiation is needed between game state and storyworld
consequence. Game state changes are those that are related to the game system
as a set of rules and that have a direct influence on gameplay, while storyworld
changes are those that are restricted to the game’s fictional meaning, with no
necessary connection between the two. While all nodal situations in FNs provide
storyworld changes, static media like printed text are strongly restricted in the
gameworld changes that they allow. A nodal situation in a printed text might give
the player a choice, the consequence of which might be of major importance to
the storyworld, but of no consequence to the playing of the game. Static media
can employ gameworld changes only by fully incorporating all possible gameworld states independently of each other in a branching form. It is obvious that
this is strongly limiting, as the script’s size would increase exponentially.
The distinction between game state and storyworld changes can be used to
show how different media are differently capable of using consequence. A chessboard with pieces, together with the knowledge about the chess rules, is the
perfect medium for presenting all the different ‘narratives’ or runs that constitute
the game of chess as a system. The board with the pieces placed on it provides an
image that gives all relevant information about the gameworld, whereas the rules
implicitly provide information about all possible changes to the gameworld at any
given moment, i.e. the possible choices of the player whose turn it is. It is thus an
extremely limited script with an incredible amount of possible protocols. It would
theoretically be possible to present the same game in the medium of printed text,
in the form of a Choose-Your-Own-Adventure book. This book would start with a
verbal description of the initial game state, which can be easily done by referring
to the pieces and the numbered fields on the board: ‘1a is white rook, 1b is white
knight’ and so on, including the empty fields, ‘3a is empty, 3b is empty’. The book
would then have to list all the options available to the first player separately, indicating a page to turn to if the option is actualised: ‘if you want to move the pawn
on 2a to 3a, go to page 2’ and so on. On these respective pages, the new game state
would be described in the same way as on the first page, as would be the options
for the second player. And so on and so forth, leading to a book that is about 1040
meters thick.
And yet, not least due to its abstract nature, chess is a rather poor system for
enriching its basic ‘narratives’ with concrete and interesting details. Yes, there is
a story about two armies attacking each other, about the proverbial pawns being
sacrificed for the greater good and about kings falling, but as soon as one wants
to learn more about the game’s storyworld, it remains largely silent. Who are
these armies and why are they fighting? What was the back story of the pawn
and did he heroically agree to his sacrifice out of a sense of inner duty? Is the
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king afraid as he sees his soldiers fall around him? And, considering the player’s
engagement with the storyworld as an ethical act, should the player confronted
with a superior enemy not admit defeat early in the game to rescue the ‘characters’ from an unnecessary death? The ridiculousness of this question only shows
the general lack of interest in the storyworld’s particulars in a game of chess. But
it is obvious that even the simplest CYOA-structure, or even a structure that does
not present any player choice at all, such as a series of different endings, in text
or film, can easily provide all of the information that the chess game can at best
distantly imply.
So there are media that excel in enabling game state changes but are very
limited in their narrative abilities (abstract game systems like chess) and media
that excel in providing storyworld changes but are very inefficient in incorporating game state changes (books, film). Arguably, video games are a medium that
combines the strengths of both, at least to a degree. This is because it combines
modes of presentation from narrative media (using images and language) with a
game’s rule-bound system that is enforced through a dynamic structure. This is
why, in video games, both game state and storyworld changes can be far-ranging
and significant, and their significance can even be related.
All game systems can potentially make all game state aspects subject to
changes depending on player choices, but video games are especially efficient
at enabling a multitude of different types of game state changes because, as
dynamic systems, they can keep track of these changes, enforce them within the
gameworld, and they can present them to the player in a way that is easily accessible. The chessboard is a highly efficient way to convey the information about
the game state changes that are possible in this game, namely the spatial position of the pieces. These positions are the only game state changes that the game
allows, the rules that prescribe the pieces’ movements or the rule how one piece
can eliminate another are immutable. But what if one were to invent an additional rule, stating that one piece could only be moved every fifth or tenth turn?
This would give the pieces an additional potential game state change, but one
that could not be visually displayed by the game system. The players would have
to remember for each piece moved when it had been moved, counting down the
turns until it is free to being moved again. This would most likely make the game
a serious cognitive challenge even for very experienced chess players. If one were
to simulate the complete chess game on a computer (as the numerous computer
chess games do), one could easily include the additional rule and delegate the
task of keeping count to the game system, even making it display the number
of restricted turns left above the individual pieces, so that players would always
have this information handy.
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Video games today manage hundreds of such rules automatically and efficiently, keeping track of all the changes, displaying consequence where necessary and enforcing interrelated consequences. This allows them to create games
with such a complicated system of interdependent game state changes that they
would be impossible to recreate within a non-dynamic medium (such as a printed
text or even a board game) and even far beyond the managing capabilities of a
human gamemaster. As had been said, the only type of games that comes close
to video games in the number of different game state aspects that are subject
to changes are pen-and-paper role-playing games (who therefore bear a close
resemblance to their computerised counterparts), but these games rely on a high
level of participation by the players, who are asked to enforce a large set of complicated and interrelated rules (the rule books can run to hundreds of pages) and
to manually keep track of game state changes, partly creating the display of these
changes themselves, for example through noting on paper the changes in the
character’s attributes.
It should be clear by now that, when talking directly and unambiguously
about consequence, one takes the perspective of game design, of the game’s
structure as pre-defined in the script, and not the perspective of the player who
arrives at a choice situation. The actual (range of) consequence of a choice situation has to be thought of independently from the player’s awareness of consequence.
Consequence only manifests itself after a nodal situation has been passed
through, and it is only measurable when looking at the script or performing in
such a way that all possible outcomes are actualised (reversing and changing
decisions, performing and remembering more than one run, or having a structure that automatically actualises all continuations, e.g. Run Lola Run). What the
reader/player experiences is potentiality. This experience of potentiality is not
necessarily knowledge, but is derived from the player’s belief or expectation. The
experience of potentiality is the expectation of a space of consequences.
The ratio of actual consequence and experienced potentiality can vary dramatically. By far the most common occurrence in video games is the attempt to
merely create the illusion of agency, that is, to make the player experience more
potentiality than the game actually offers, as in the ‘microwave’ episode of Metal
Gear Solid 4.¹⁰⁷ There, the player guides the player character through a deadly
tunnel filled with microwaves by continuously pressing a button. But the experienced relation between the button pressing and the relative speed of the player
character’s movements is only an illusion: no matter how fast or slow the player
107 Cf. Bruckheimer.
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presses, the player character will always just make it through the tunnel at the
very last second. In the case of event triggers, on the other hand, game design
rather tries to keep the knowledge of agency away from the player. Heavy Rain
is an interesting example in this regard, because it so seamlessly blends choice
situations with high, low, or even no consequence (depending on the level one is
looking at).
All choices have consequences, otherwise they just have the appearance of
a choice and do not involve true agency. This holds true for video games, though
obviously the choices here are merely affecting the gameworld. This they have in
common with all other forms of games. But compared to other games, the way
that the player is being confronted with the consequence of her actions differs,
in that it is both invariable and potentially reversible. Video games can be understood as constantly negotiating between enforcing and reducing consequence.
This has a lot to do with the nature of gameplay. If consequence is too rigorously
enforced, games start to loose their character as games, if consequence is too
strongly reduced, they are loosing their character as interesting games.
Game rules are arbitrary and all non-dynamic game systems need to rely at
least partially on the players’ willingness to submit to these rules and to enforce
the consequence that they prescribe themselves. The game system that is a chess
board and a number of pieces cannot force the player not to move a piece contrary
to the rules, or not to simply take away an opposing player’s pieces when she is
not looking. The only exception to this is sometimes when physical properties are
included within the game system and game rules and the laws of physics overlap.
But a dynamic system like a video game can make all the consequences of a
player choice non-negotiable and enforce it on the game state. Short of changing
the game system itself by re-programming it, players of Space Invaders cannot
continue to play after they have ‘died’, and players of a chess computer simply
cannot move their pieces in any but the prescribed way.
But this is just one aspect of the relation between consequence and a video
game player’s acceptance of it, because the games’ digital nature and the fact
that they are taking place within a computer has also made them almost infinitely reversible. While almost every game can be ‘reset’ to its initial state and
started anew, video games are technically capable of returning to any previous
game state, mostly depending on their use of the savegame function.¹⁰⁸ This technical possibility means that player choice in video games has been often strongly
108 Some games, like Fallout 3 or Dragon Age, allow players to save and return to any state in
the game, others, like the God of War games, will allow saving only at specific locations or, like
the Call of Duty games, will automatically save the player’s progress once a predetermined checkpoint has been reached.
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deprived of consequence, which might make for a more accessible and rewarding
gameplay (though this is not undisputed), but lessens the impression of storyworld-agency as well as the ethical importance of the choices.¹⁰⁹
This is because an important point in determining the consequence of a choice
is whether it is reversible or repeatable. As long as a choice can be reversed, its
potentiality never truly turns into consequence: a completely reversible choice
is not yet truly made. The only difference between a choice not yet made and a
reversible choice is the amount of information on consequence. Thus, reversible choices provide the choice situation with complete information and thereby
make it either irrelevant or obvious as a choice (the element of skill might still
remain to keep the action that is chosen interesting).
The main feature of game design that makes truly irreversible choices
almost impossible to implement is the savegame function. Players have come to
expect this function and are easily frustrated by its absence. Still, game designers increasingly try to force players to accept the consequences of their actions.
Gonzalo Frasca has an interesting theoretical proposal how ‘serious’ games could
be designed. He calls his proposed genre “one-session game of narration”, one
of the main features of which is the fact that it can only be played once (no save
function and no ability to play it a second time). The main effect of this would be
the irreversibility of player choices, lending them much more relevance.
In video games, even should we disregard for a moment the savegame function, some player choices (most notably spatial choices) are very often reversible:
when a player decides to go through the left door first, that will influence the way
the game unfolds, but very often she will be able to go back through the left door
to the starting point, where she can now go through the right door, without the
consequences of that choice having been changed. Other than spatial choices,
choices are rarely truly reversible within gameplay¹¹⁰ (as opposed to reversibility
through savegames or save points, i.e. by stepping outside of gameplay), mostly
because the player character’s attributes are constantly influenced by the player’s actions, the gameworld can change dynamically, and the making of choices
will change the cognitive state of the player. The exception are some games with
time-manipulation gameplay, such as Prince of Persia and, most notably Braid.
In Braid, the player can turn back time (and therefore fluidly ‘erase’ earlier game-
109 Still, one recent trend in game design is towards heightening consequence of action, or at
least an awareness of consequences (see for example Red Dead Redemption).
110 Another type of choice that is often repeatable are the choices made in dialogue trees. If
the player wants to get three different hints from a non-player character, corresponding to three
dialogue options, the two options not chosen at first will often be still available after the first
answer, and even the option chosen might remain available, so that the player can ask again.
Choice and Consequence in Video Games
143
play) at any point in the game and for how long she wishes, reversing as many
choices as she wants and restarting from that point on.
Most games are distinguished into separate, yet connected parts that are
often recognizable as distinct gameplay challenges such as combat situations or
spatial obstacles to be overcome, and as narrative episodes. An important question for the force of a player choice’s consequence is whether the different parts
are dependent or independent with regard to game states. In some games, actions
within one episode will affect the game state in the next, sometimes all states are
reset to the same value independent of previous actions, thus heightening a fragmentation of the game, de-emphasizing the consequence of all the player choices
that did not directly lead to the transition from one part to the next.
A classic example and a touchstone of the irreversibility of a player’s choice
would be the way that games handle the death of the player character in those
games where the player is only using a single one.¹¹¹ Modelled on reality, a player
character’s death in this case means that the game has come to an end and needs
to be restarted. In its strictest form, this structure can quickly lead to frustratingly
repetitive gameplay, as the player will have to continuously repeat challenges she
has already mastered before, because she is forced to start anew at the beginning.
Video games have therefore from the start introduced mechanics that exchanged
the binary system of alive-dead with a gradual system. This was done in two different ways, either by giving the player more than one ‘life’, or by enlarging the
number of values for the player character’s ‘life state’, so that instead of 1 (alive)
and 0 (dead) he can be anything from, e.g., 10 (very healthy) to 0 (dead) with nine
steps in between.
Going back to the segmentation of games into parts or levels, games with a
non-binary life-state can either carry the life-value from one level to the next, or
reset it. In the first case, a player that starts the first level with three lives but loses
one before finishing the level will start the second one with only two, while in the
second case she will again have three lives, or her health will be fully restored.
This will make the play experience more fragmented and diminish consequence:
knowing that lost lives will be regained, there is no reason to take too much care
of them as long as the level is completed, whereas in the first case, every (wrong)
decisions counts, as it influences all the rest of the gameplay. An extreme example
of the second case is the game mechanic of automatically regenerating health.¹¹²
111 Exceptions are most strategic video games like the very popular real-time strategy games,
where the player controls numerous entities, many of which can die without the game having
to stop.
112 On regenerating health see “Regenerating Health” and “Health (Gaming)” and Croshaw,
Extra Punctuation Why Regenerating Health Sucks.
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Employed by most recent military first-person shooters (such as Modern Warfare
or Killzone), this means that player characters have a health value that is lowered
by being attacked. When the value drops down to zero, the player character dies,
but if he is not being attacked, over time the value automatically rises back to full
health.¹¹³ This means that whatever the player character does (like going through
the wrong door and being ambushed), after a few seconds behind cover, his most
important attribute will be the same again, a rather odd break with the realism
most of these games claim when it comes to recreating the experience of being in
a war.
The player character’s death is surely one of the most contested areas for
enforcing consequence in video games. All games that include a ‘life-state’ for
their player character also know a value of 0 for this state, meaning that the
character has died and that the game should end. But since the transfer from
public arcade games to private computer or console games, even this ending is
not strictly enforced anymore (since there is no profitable gain anymore in definitely ending a player’s game at any point). While a main character’s death would
usually provide absolute narrative closure (‘game over’) or at least trigger a narrative that deals with the consequences of that death (‘the world is now lost and
the alien invaders feast on your entrails’), many recent games therefore try to
evade these consequences by creating different ways of ‘resurrection’ outside of
the savegame function. The question whether to ‘resurrect’ a dead player character within the gameworld – that is, to find an explanation from within the fiction
for this resurrection – or to merely allow the player to return to an earlier game
state (before the player character’s death) is hotly debated within the gaming
community.¹¹⁴
113 Other first-person shooters like BioShock or Left 4 Dead force the player to find items (often
called “health packs”) in order to increase the health value after being attacked.
114 The game critic “Yahtzee” for example rather defends the existence of a narrative death followed by reloading as more appropriate than attempts at diegetic legitimization of respawning:
“When we restore the game, the knowledge that we’ve had to step back a moment in time to correct a mistake is what’s crucial to our minds, consciously or unconsciously. In terms of the manyworlds interpretation of quantum mechanics, we are stepping into a different universe where
events can occur slightly differently. That death we suffered still stands back in the old timeline.
In that universe, the goodies will fail, a superior officer brings tearful news of your death to your
parents in what little time remains before the bad guys’ doomsday weapon detonates. We, the
player, opportunistically hopping into the body of our player character’s quantum clone, are the
only ones who remember the old timeline, but it will still exist somewhere, and that will weigh
heavy on our minds for eternity. When we finally beat the game, we are playing as the one Gordon Freeman or Sam Fisher or Lara Croft that got enough lucky breaks to see things to the end,
while the multiverse at large is riddled with the corpses of our failures.” (Croshaw Extra Punctuation Death in Videogames)
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In Prince of Persia: The Sand of Time, one of the games that opt for a diegetic
explanation, the story is told by the protagonist. If the protagonist dies, the protagonist as narrator can be heard saying: “No, that’s not what happened”, and
the player is taken back to the last save-point, implying that the player is merely
performing a pre-conceived narrative. This also highlights the extent to which the
game is uni-linear. A similar device is used in the Assassin’s Creed games, where
there is a doubling of avatars: the player controls a player character living in the
21st century, who, in turn, uses a technological device to ‘re-live’ the memories
(that are therefore similar to quests) of one of his ancestors. Throughout these
re-enactments of the memories, the player then controls the historic player character. The fictional conceit is that the re-enactment, though offering a degree of
agency to the contemporary player character (and thereby to the player) can only
work when it does not stray too far from the original memory. The historic act is
therefore some sort of blueprint that needs to be followed in its essentials, though
not in all the details (or, in other words, not on all levels of observation). Especially problematic are failures to achieve the mission goals, and the character’s
death. In these cases, the memory will ‘de-synchronise’ and the player as well as
the contemporary player character has to try again.¹¹⁵
Thus, video games have either attempted to invent fictional ways in which
the player character’s multiple lives can be explained, or have simply ignored the
fictional incoherence that this creates by generously allowing the player to save
and reload as desired. This makes the most decisive game state-changing event –
the player character’s death – also the one that is least acceptable to players,
and the one the consequence of which is least enforced by the games’ design.
Few single-player games, even among CRPGs who take most pride in creating
coherent worlds, exhibit death that is truly permanent, as most allow the player
to load a previously saved game and continue from the stored position. Intrinsic
implementations of permanent death can be seen within some roguelike games,
such as NetHack, most of which do not allow for restoring games upon making a
fatal mistake (however, save files can be retrieved by copying them before death).
Another example of a single-player CRPG that has permanent death is Wizardry 8
when playing in ‘Iron Man’ mode. In an Iron Man game, it is not possible for the
player to save the game manually; it only saves on completion of certain quests or
when exiting the game. If the player’s whole party dies in an Iron Man game, the
save file is permanently deleted.
115 Another interesting take on this problem can be found in Red Dead Redemption where the
main protagonist, after the player has completed all of his missions, is killed in an unwinnable
fight. As mentioned above, the player can continue the open-ended game, though, as he afterwards plays the protagonist’s son.
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In the first two games in the Way of the Samurai series, players are forced to
restart the game upon death, and if the game is saved they are also forced to quit
back to the menu. Subsequently re-loading the saved game promptly deletes the
save straight after, thus preventing re-using saves as a means of avoiding permanent death. As the game features multiple story pathways and endings, this
device is used to attach weight to the player’s decisions, such as the option to
yield to certain boss characters if low on health and facing possible death (and
subsequently be forced to work for them and follow their story path) rather than
risk being killed by them and having to start the game from scratch (but with the
reward if victorious of being able to carry on down your chosen story path). The
CRPG The Witcher 2 also includes a difficulty level with permanent death: though
the players can save and reload progress in case they want to pause the game
(even hardcore gamers might need sleep from time to time), as soon as the player
character dies in the game, all of the save files will be disabled, forcing the player
to restart at the game’s very beginning.
A different concept of enforcing the consequences of the player’s death can
be found in the Mass Effect series. The three parts of the series are designed both
to have a continuing storyline and to allow the player to make important decisions. One of these decisions is whether to send the player character on a suicide
mission at the end of the second instalment or not. The innovative feature is that
the player can import information about all her previous choices after finishing
one game into the next. Such an import will change the starting game state of the
new game. Should the player have decided to send the player to his death in Mass
Effect 2, her game states consequently cannot be imported into Mass Effect 3.¹¹⁶
Another example of an AAA game that emphasises the irreversibility of
choices and character death is Heavy Rain. One of the most interesting aspects of
Heavy Rain is the way it handles the consequences of player choice. A lot of effort
is being put into discouraging the player from the save/reload-cycle, and instead
persuading her to live with the consequences of her actions and choices. Significantly (and one of the main differences to the similar game Fahrenheit), there are
no ‘game over’ situations. Though there are desirable outcomes, and though not
all of these are realised by the player, the game continues all the time, even when
one, or even several, of the characters die. The designer willingly sacrificed the
game’s replayability for this goal, going so far as to state that he wants players to
play the game only once. (There is, though, the possibility to start a replay from
any given scene to achieve a different outcome.)
116 Cf. Young, Experienced point: The Death of the Death Penalty.
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Another way to force the player to accept the consequences of her action is
by delaying them. If the consequences are not immediately apparent, the player
cannot know whether the outcome of a choice is desirable or not, but has to continue to trust her potentially unreliable information. By the time that the consequences manifest themselves, the player will have already invested too much
gameplay effort to be willing to return to the initial decision with the help of an
earlier savegame, but will instead accept the consequences. Games that employ
long-term effects are Dragon Age, the Mass Effect and the Witcher games.
The use of long-term consequence generally means that some nodal situations will not only lack in information, but also in indication. The player doesn’t
even know that she is making a possibly crucial decision. And since the effect of
a decision is so far removed, it might not even feel like a relevant decision at all.
One game that made an early and largely ironic use of this was Chrono Trigger. At
an early stage in the game, the player explores a fairground, interacting with nonplayer characters such as a cat and a merchant. The player can act in different
ways, but none of the actions seem to have any consequence, since they involve
characters not related to the main plot, are insignificant and very much in the
spirit of an open exploration of what the character can do with his environment.
But at a later stage in the game, the character is arrested and put on trial. During
this trial, all of the seemingly unrelated decisions earlier in the fairground will be
recalled in an attempt to judge the character’s moral integrity. Thus, the player is
surprised by the (long-term) consequences of her choices.
6 Narrative’s Contrast Agent: Moral Choices
It has been argued in this study that players of a game tend to semanticize its existents, to regard them as parts of a more or less consistent storyworld, and that video
games are especially apt at encouraging such tendencies for a number of reasons.
This also means that players regard their own choices – since they are concerned
with elements of the storyworld and will effect changes to the storyworld’s state –
as narrative events once they are made, or as a feeling of narrative agency when
contemplating their potentiality. This is not something that is necessary to games,
and yet it is something that is overwhelmingly common. Taking into consideration
what has been said about video games’ ability to withhold gameplay information,
it is to be expected that a player will even encounter numerous choice situations
which she will not be able to engage in any meaningful way without resorting to
the game’s storyworld. One type of player choice where this becomes obvious are
all choices that are understood by the player to have a moral value.¹¹⁷
All games that are not pure paidea contain valorisation rules. All games that
are not completely abstract enrich their existents with some form of meaning,
and even more so their valorisations. ‘Winning’ a game is first of all a completely
abstract state within the gameplay that has no necessary meaning outside of it.
It is not ‘winning’ in any sense of the word as it is normally used, and yet: this is
the very term that is being used. We do talk about winning a game even though
the point of it being a game is that this means nothing outside of itself. Applying
values to game elements can never be as abstract as defining its existents, and
the values will immediately begin to disseminate meaning to the existents. In
the following, moral choices will be looked at closer as a special case in which
the narrative perception of a gameworld interacts with the two types of rules that
games provide in interesting if often problematic ways. Player choices, if they are
perceived as having a moral value, cannot but be understood as choices within
a fictional world, which is why they can be used as a contrast agent to test video
game’s abilities to give their players agency over the narratives they experience.
When considering ethically relevant actions of the player, one has first of all
to distinguish between those that have an ethical value within the gameworld,
and those whose ethical evaluation is based on how a player is playing a game.
While the first category refers necessarily to the fictional world that the game
constructs and therefore is, strictly speaking, only a moral choice of the player
character, the second category takes into consideration the player as a social
being whose activity of playing is embedded in a social context. The ethical eval117 Generally speaking, a moral choice is a choice between two or more options that are given
different evaluations within an ethical framework.
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uations of a single action on the in-game and the gaming level are independent
of each other. For example, the player might commit an action that is ethically
approved within the game (such as deciding to help someone who is in trouble),
but this same decision means that she will continue playing much longer, which
results in her missing an appointment with a friend. The ethical value of gaming
choices becomes even more pronounced as soon as there is more than one player
involved. Gaming choices and their ethics fall rather within the field of sociology,
they are mostly situated outside of the game design proper, their value is applied
outside of the magic circle. This analysis will be therefore strictly concerned with
in-game choices and an evaluation based on in-game consequences.
Some moral decisions will actually change narrative events presented to the
player. All games that feature (passive) multiple endings based on moral choices
are examples of this (e.g. BioShock, Singularity, Fallout: New Vegas, Chrono
Trigger, Heavy Rain). In Mass Effect 2, if the player at one point decides to rescue a
certain non-player character (an action that will only have very limited gameplay
consequences) this will change the dialogue options of another non-player character later on, and the player will also receive a grateful letter by the non-player
character eventually. Both the dialogue and the letter do not have any influence
on the gameplay, they are merely a change in narrative presentation as a consequence of an action that has an ethical value within the storyworld. Fallout:
New Vegas ends with an epilogue in which a number of slides are shown with
the non-player character factions and non-player characters that the player has
encountered throughout the game and a voice-over narration describing some of
the actions that have happened within the game and some events that happen as
a consequence. Depending on the player’s decisions, a different combination of
slides is shown with further variations in the narration. There are slides for 29 different aspects of the game, some of them with up to 15 variations for each aspect,
which leads to an incredibly high number of combinations.¹¹⁸ The only constants
in this narrative are the opening that emphasises the consequence of the player’s
actions on the storyworld (“And so The Courier who had cheated death in the
cemetery outside Goodsprings cheated death once again, and the Mojave wasteland was forever changed.”) and the closing that contradicts the player’s agency
by referring to a higher level of generalization, one that confounds the gameworld and the player’s world: “And so the Courier’s road came to an end… for
now. In the new world of the Mojave Wasteland, fighting continued, blood was
spilled, and many lived and died – just as they had in the Old World. Because
war… war never changes.”¹¹⁹
118 Cf. “Fallout: New Vegas endings”.
119 All Fallout games start and end with the sentence “War never changes”.
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The game Metal Gear Solid 3 has a very interesting sequence that serves to
confront the player with the consequences of her (violent) behaviour. As a stealth
game, the game allows the player to get through her missions with a minimum
of violent or lethal confrontations, but it does not restrict her from using more
aggressive means, killing enemies instead of sneaking past them or knocking
them unconscious. In fact, killing enemies is often the easiest way to achieve a
goal, while stealth tactics will demand a higher level of skill and tactical consideration. When the player is already well advanced in the game, and has consequently made many decisions about whether to kill or not, the player character finds himself in a nightmare. In this nightmare, he is forced to slowly wade
through a river in which he will encounter all the non-player characters that the
player has killed. This scene is completely dependent on the way that the player
has previously chosen to play the game. As Miguel Sicart has commented, “[t]his
gameplay sequence is one of the most accomplished translations of the ethical
possibilities of games into actual game design.” (107–108)
6.1 Valorisation Rules
In chapter 2.1.2, we have mainly concerned ourselves with the way that players
semanticize the game’s existents. Among these existents are all the elements that
make up the game system (such as a board and its pieces, the material space of
a video game and the non-player characters that populate it) as well as all of
the options of the different agents and the consequences of the options. For the
game’s mechanics to function, none of these elements needs to have a semantic
property, they can be described in abstract terms, though they usually are not.
But all games that belong to the ludus category also contain at least one rule that
defines the valorisation of the outcomes. This valorisation is not the same as the
fact that outcomes might have different values, such as the rules that attribute
different numerical values depending on where a dart hits a dartboard. It is only
the valorisation that determines whether it is actually the higher, or the lower
number that is ‘better’. But this valorisation, necessary as it might be for games to
function as games, is nowhere a rational or logical conclusion necessarily derived
from the other rules, a fact that can be related to the is-ought-problem as first
posed by David Hume in his Treatise on Human Nature in 1739:
In every system of morality, which I have hitherto met with, I have always remarked, that
the author proceeds for some time in the ordinary ways of reasoning, and establishes the
being of a God, or makes observations concerning human affairs; when all of a sudden I
am surprised to find, that instead of the usual copulations of propositions, is, and is not, I
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meet with no proposition that is not connected with an ought, or an ought not. This change
is imperceptible; but is however, of the last consequence. For as this ought, or ought not,
expresses some new relation or affirmation, ‘tis necessary that it should be observed and
explained; and at the same time that a reason should be given; for what seems altogether
inconceivable, how this new relation can be a deduction from others, which are entirely
different from it. (469)
Taking up Hume’s terminology, game rules can be said to consist first of all of ispropositions, that is, they describe what is given in a game, what is possible in a
game, and what the consequences of actualizing one of the possible options are
(such as the fact that moving one piece onto the same field as another piece will
‘eliminate’ the other piece). This is all the information that is necessary to know
how a specific game can be played, yet it tells us nothing about how it should be
played: why specific choices in the game should be more desirable than others,
what the goal of a game is within the boundaries of the game (there might be
independent goals for playing at all, such as the desire to pass time). For this,
a game needs a different set of rules that are all ought-propositions: the player
ought to eliminate the other player’s king, the player ought to score goals, the
player ought to win etc.
The rule that defines a game’s ought (as in ‘soccer players ought to score
goals’) must be understood as a meta-rule that is applied to the other rules, but
is not derived from them in any necessary way. Quite the contrary, it is necessarily related to the semantic properties that rules can acquire. Valorisation in this
sense can only be made understandable by semantic terms. While 0 and 1 are
abstract mathematical values, there is no equally abstract concept that holds 1
to be ‘better’ than zero. The ideas of ‘better’, ‘good’, or ‘bad’ are inherently tied
to human cognition. They are not something that is given in the world, but are
part of how we make sense of the world. Their use in games must therefore be
carefully differentiated from the other rules. Jesper Juul neglects to distinguish
between existent rules and valorisation rules and therefore misses a chance to
connect a game’s rules and its fiction in a more integrated way.
Rules and fiction compete for the player’s attention. They are complementary, but not symmetrical: […] The way in which the game objects behave also influences the fictional world
that the game projects. Though rules can function independent of fiction, fiction depends
on rules. […] [R]ules are designed to be objective, obligatory, unambiguous, and generally
above discussion. With fiction in games, we find the opposite to be true: a strong part of
the attraction of fiction in games is that it is highly subjective, optional, ambiguous, and
generally evocative and subject to discussion. Rules and fiction are attractive for opposite
reasons. (121)
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But though valorisation rules are indeed usually stated in unambiguous
terms (exceptions are rules for judging a sport performer’s style, as in acrobatics or dancing), they still cannot be thought or understood without reference to
semantic concepts. They tie the abstraction of the rational game system to the
players as subjective, irrational beings. In soccer, the team with more goals wins.
Winning is the goal of the game. But why? Why is winning better than losing? This
is considerably less easy to explain than that 1 is more than 0, 2 is more than 1 etc.
Once the valorisation rule has been accepted by the player, she can theoretically
forget about semantics altogether and resort to gameplay rationality in order to
decide which options to take. But this act of acceptance is an irrational act (in
the sense that there is no self-reliant necessary reason for it) reminiscent of what
happens when one agrees to read a fiction on its own terms.
Valorisation in games is important for them to be motivating. For the motivation qua valorisation to work, it is necessary for the valorisation rule to be
accepted by the player. A player who is not interested in winning at all will not
be motivated to play a game of chess. Once accepted, valorisation in games is
indeed usually unambiguous, and its legitimacy and applicability is not questioned within the gameworld. This is where it differs from valorisation in the real
world. In real life, valorisation is the domain of normative ethics. All ethical rules
are valorisation rules, with the same logical is-ought-problem applying. But what
real-life valorisation rules are missing compared to in-game rules, at least for
all those who do not believe in divine command and have had direct revelatory
access to divine command, is the unambiguous authority of the gamemaster.
The problem with valorisation in video games is that, through semanticization, the two systems of valorisation are short-fused. Games provide players with
value systems that are indisputable and absolutely justified, but present them in
such a way that they are understood as elements of a fictional world that is modelled on the a priori world of the player’s experience – in which value systems are
likely to be experienced as complicated, resistant to comprehension, or downright relative. That is, the player is presented with rules that she understands to
relate to her real-life concepts of ethical value, but that function with all the strictness of game rules – a functioning that can be completely independent of their
representational properties. A game rule can easily classify the outcome of an
action as ‘good’ that – in the player’s understanding of the action – should be
classified as ‘bad’.
This is a major difference to the ethics of reading: unlike a reader, the player
enters a game with an unspoken agreement to accept the rules of the game,
including the valorisation rule. Otherwise, the player would not be starting to
play the game, but rather oppose it, destroy it, or disrupt it. The reader does not
enter into the same contract with the text, in relation to its ethical values. Rather,
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the reader’s position is that of a juror deciding on the acceptability of the ethical
values proposed by the text. To get a better overview we might take a look at the
differences between the ways that people engage is- and ought-propositions in
factual discourse, fictional discourse, and games.
In factual discourse, all is-propositions can be accepted or contested. An isproposition like ‘London is a city in England’ does not have to be accepted until
empirical or logical proof is being given. When it comes to ought-propositions,
acceptance or denial is dependent on the listener’s ethical persuasion. If the
person is a moral realist (ethical propositions are real and absolutely true), oughtpropositions must be accepted or denied according to whether they correspond
to what the person agrees is morally real. If the person is a moral relativist, all
ought-propositions must be denied as to their truth value,¹²⁰ as their claim cannot
be based on empirical or logical proof.
This situation changes significantly when one considers fiction: the person
agreeing to enter the game of fictionality must accept all is-propositions made
about the fictional world. There is no reason to contest the truth-value of the sentence ‘London is a city in England’, because in this fictional world, there is a city
called London, and it is in England, because it is stated thus. But this is not true
in the same way for ought-propositions. The way that readers react to ought-propositions in fiction is one of the main discursive battle grounds of ethical criticism
from Gardner to Booth and Nussbaum. One important point here, and one that
tends to get oversimplified in the less complex ethicist readings, is the distinction
between different positions or perspectives from which ought-statements can be
made. It obviously makes a difference whether a character makes such a statement or the narrator. Every statement, is or ought, that a character in a fiction
makes is by default subject to the same rules that statements in factual discourse
are. All characters can lie or err, they have no claim to any higher authority. But
what about the narrator? Doesn’t all authority reside in the narrator?
As has been said, there is no logical ground to dispute the truthfulness of
any is-proposition made by a narrative. This could be called ‘narrative authority’, and it is absolute, because the narrative creates itself – and its own truth –
through the act of narration. In approaching fiction, the default position is therefore that of narrative authority. The important question is: who is the agent that
utters propositions as the narrative? The seemingly common-sense answer to this
would be simply: the narrator. But the merest glance at a first-person narrator,
should make it obvious that the narrator and the agent holding narrative authority – guaranteeing the truthfulness of the fictional world’s existents – can largely
120 A moral relativist can still adhere to rules he does not believe can be proven to be true or
‘good’.
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overlap, but must not necessarily be identical. Robinson Crusoe tells us his story
about being stranded on an island, but we cannot assume that he is responsible
for his own existence, or for that of the island.
So a first-person narrator like Crusoe has lost most of this narrative authority, and can retain its semblance merely by the fact that he is the only narrating
agent that we have at our disposal to get information about the storyworld. But
narrative authority is lost not only in cases of a narrator that is clearly identifiable
as a character in the narrative. This is only the extreme end of the spectrum. As
a general rule, we can say that the authoritative narrator is to the extent authoritative that it (he? she?) is depersonalised. Only absolute depersonalization can
guarantee the absolute reliability of the narrator’s is-propositions. But personalization is not limited to a narrator acquiring a given name, or directly referring to
himself as a person, or appearing as a person within the narrative. This absolute
depersonalization starts to disintegrate with the first ought-proposition that the
narrator makes. Every ought-proposition will contribute to the personalization of
the narrator, because it will characterise the narrator as someone who holds that
opinion, and it will consequently reduce the reliability of what is stated about the
storyworld. This is not to say that the reader completely mistrusts everything a
narrator states as soon as it utters a single ought-proposition. On the contrary,
readers are rather easily led to perceive the ‘is’ and the ‘ought’ as indistinguishable for a good while before they start to divest the narrator’s opinion from the
existents of the storyworld. But with every ought-proposition uttered, the narrator becomes an agent that holds this opinion within the storyworld and is divested
from the agent that guarantees that storyworld’s existents (though the narrator
usually remains the agent stating the existent, like Robinson Crusoe).¹²¹
Thus, in fiction, the reader’s obligation to accept statements is only limited to
is-propositions, since all ought-propositions are understood as being voiced from
within the fiction, and therefore from a position of authority that is necessarily
121 But what about the auctorial narrator? Isn’t that a type of narrator that, on the one hand,
comments excessively on his (somehow we always seem to picture it as a ‘he’) own storyworld,
yet that on the other hand strongly insists on his authoritative control over his storyworld, his
own omniscience and (narrative) omnipotence? The short answer is that a narrator that excessively comments on his storyworld, yet insists on his narrative authority, is flaunting the fiction’s
createdness and is thereby providing a resistance to the reader’s suspension of disbelief, as does
all self-reflexive rhetoric. The term auctorial narrator is slightly misleading, since it contains both
the narrative authority that the narrator has, and the tendency to comment on the narrative. One
should also not confuse the ‘narrative authority’ with the implied author. The implied author is
also always personalised to an extent, while the purely authoritative narrator is not. The implied
author is a reader’s construct of a human that would most likely write the text that the reader is
reading.
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less than absolute. But what about games? What differences or similarities are
there? It has been stated earlier that game rules essentially work like the propositions of fiction: ‘let’s assume that there is a playing field of 64 squares, let’s
assume that this is a playing piece that is called pawn and that it can only move
one square at a time’, and so on. And just as in fiction, there is no reason to deny
the truthfulness of these statements. It simply makes no sense to dispute the fact
that a chessboard consists of 64 squares, if what you want to do is play chess.
The difference comes when considering the valorisation rules. As has been said,
valorisation rules define a game’s objectives, define what a player should do (e.g.
winning rather than loosing), and are therefore ought-propositions. And other
than with fiction, to correctly play a game, a player needs to accept this game’s
valorisation rules, otherwise the player is just going through the motions and not
actually playing. At least this is the default position in our current understanding
of games. This understanding presupposes two things: that all games have clear
objectives, and that objectives are clearly communicated to the player.
But, as we have seen, valorisation rules are not necessary for games. Arguably, there are forms of play that do not have any clear objectives, or that do not
predefine objective at the beginning. In such paidea forms of play, it is the player
herself who introduces valorisation, for example by introducing formal constraints, and such ought-propositions are obviously not absolute but open to be
debated. Often enough, negotiating the introduction and necessity of rules into
paidea among players is the prime educational benefit of these games.
And even if games do have clear objectives, it is one of the special abilities of
video games as dynamic media to create the illusion that there are no ought-rules,
by withholding the relevant gameplay information about consequences and their
valorisation. Thus, games can either empower their players to create (and question) their own valorisations, or, especially in the case of video games, they can
create the impression that there are no predefined valorisations and give the
player at least the illusion that she can create her own values for her decisions.
6.2 Valorising Morality
Game valorisation works in the same way that ethical valorisation works: both tell
an agent how he should behave in a specific situation. A player might experience
a game valorisation in much the same way as an ethical norm, and they might
even sound similar or be identical. ‘Save the princess from harm’ works well in
both worlds (though princesses in need of saving are much more common in the
world of games). Of course, there is no necessary connection between the two. But
as the player increasingly experiences a game as a fiction, the two systems of val-
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orisation inevitably are set in relation to each other. On the one hand, the player
learns and understands what is ‘good’ in terms of the game (what the game objectives are, and what is conducive to its being played successfully), on the other
hand the actions performed and decisions made to this purpose are increasingly
understood to simulate actions that have an ethical value. One consideration can
overrule the other: if the game asks the player to kill the princess instead, she
might note that this command can be understood to represent an action that she
would consider unethical, but prioritise winning the game and therefore do what
the game wants her to do. Dead princesses ensue. This means that she is acting
as a rational agent, adhering to gameplay rationality. Or she might prioritise the
representational level of the game (i.e. its fiction) and choose to do something
that might be detrimental to her being as a player, but more in accord to her being
as a character in a storyworld. This means that she acts as an ethical being. The
important point here is the perspective that the player takes on the game. If she
chooses to save the princess only because she wants to win the game and this
is the way to win the game, this is a rational and not an ethical decision. But if
all or even only part of the motivation for the choice lie in its ethical value (the
player chooses to do something because it is morally good to do this), the choice
becomes ethical and thereby narrative. This is why such choices are so successful
in giving the player the impression that they are narratively relevant events in a
storyworld. Game designers have long since recognised this, and have worked on
ways to more intricately fuse gameplay mechanics and the ethical implications of
the representational level, for example by applying ethical terminology to gameplay structures.
Let’s look at what is probably the most famous example, the ‘Little Sisters’ in
BioShock. In BioShock, the player navigates her protagonist through a dystopian
city built under the sea, a very hostile environment with many enemy encounters.
The so-called Little Sisters are non-player characters in the game. Their gameplay
function is to provide the player with an in-game currency (called ADAM) that can
be used to buy improvements to the character attributes. These improvements
will make it easier for the character to succeed against the numerous enemies,
and therefore to proceed through the game. In the game’s storyworld, the Little
Sisters are genetically manipulated and mentally conditioned children that
collect ADAM from corpses. Their presentation evokes a mixture of fear, disgust,
and pity. Before interacting with the first of these characters, the character gets
conflicting information about them from two non-player characters, a character
called Atlas and one Brigid Tenenbaum. Atlas tells the protagonist that the Little
Sisters have lost their humanity and are beyond redemption, and that it is his
moral duty to use all of the ADAM that they provide in order to be better able to
help him and his family, trapped somewhere in the city. Tenenbaum, on the other
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157
hand, who created the Little Sisters, asks the player not to kill them but to rescue
them instead (meaning that he will receive less ADAM) and promises an unspecified recompensation and reward for this. When the player then moves in on the
Little Sister, the game will pause and a prompt will appear on the screen:
CHOOSE whether to RESCUE the Little Sister or HARVEST her. If you harvest her, you get
MAXIMUM ADAM to spend on plasmids, but she will NOT SURVIVE the process. If you
rescue her, you get LESS ADAM, but Tennenbaum has promised to make it WORTH YOUR
WHILE
The note stays rhetorically on the diegetic level. It makes gameplay consequences
implicit (more ADAM will make the character stronger, which will make it easier
for the player to succeed) and in-game consequences explicit (“she will NOT
SURVIVE the process”). It refrains from making gameplay consequences concrete, for example by giving the exact amount of ADAM received or lost through
the decision (it is 160 for harvesting and 80 for rescuing). And it is even more
vague on the recompensation offered by the non-player character (“Tennenbaum
has promised to make it WORTH YOUR WHILE”). At this point, it is even unclear
whether this is a gameplay or an in-game consequence. As one user has found
out, while there actually is a short-term advantage to killing the sisters, this is
counterbalanced by the rewards provided by another character in the game for
rescuing them (Kuchera). This is made even clearer in the BioShock Wiki.¹²²
In this example, gameplay rationality and the player’s perception of the game
as a narrative fiction are clashing. The decision to ‘HARVEST’ or ‘RESCUE’ has,
for the game mechanics, no meaning beyond the gameplay consequences (and
these even turn out to be roughly equal in the long run). But for the player who
is immersed in the fiction of the gameworld and who considers her decisions as
doubled by an agent within that fiction, that is as part of a meaningful story, the
decision takes on additional values. It is therefore only natural that in BioShock
the moral choice whether to kill or save the ‘Little Sisters’ not only influences
the gameplay but also which one of three endings (in the form of cut scenes) the
player is shown after the final gameplay encounter.
122 “Players receive 160 ADAM per Little Sister if they Harvest, or 80 if they Rescue. Since Tenenbaum’s Gifts appear at every third rescue, Jack would have had 480 ADAM if he harvested the
three (3×160), but will get 440 ADAM for rescuing them (3×80 + 200). Therefore, each Gift costs
40 ADAM, though the extras (especially the Plasmids) more than make up for it, not to mention
having a clean conscience. Over the course of the game, the player only loses 280 ADAM (compared to harvesting) and, based on the price of other Plasmids/Tonics, the five awarded in Gifts
are worth 2–4 times as much (depending on play style).” (“Little Sister Gift”).
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It can be considered as one of the triumphs of narrative fictionality within
video games when they manage to create situations in which players will decide
against gameplay rationality for the sake of acting in an in-game ethical (or even
unethical) way. Though this feature of the game has been much lauded by critics
as an attempt to give player choices seriousness and weight, Miguel Sicart sees it
as falling short of creating a truly ethical choice situation:
The problem with this mechanic is that it trivialises the moral capacities of the player to
reflect on her actions by depriving the choice of any consequence to her relation with the
world. If the inhabitants of Rapture reacted in varied ways to different paths taken with
Little Sisters, or even if they acknowledged the difference in these choices, then there would
be meaning for this action. If the game design is going to afford a decision as ethical, then
it has to implement consequences, subsystems of rewards tied to the initial choices. Otherwise, players will react to the dilemmas not with a moral stance, but with their player logic,
focused on achieving their goals in the game experience. (160)
Sicart seems to call for the implementation of some sort of the reputation
mechanic that is discussed below. But this is merely an in-game feedback on the
in-game choice. It is part of the genius of BioShock that it provides a choice that in
(gameplay) reality has no consequence yet is presented in the fiction as a highly
moral decision. The ethics implied here do not work on a reward and punishment
system. As it turns out, the only reason for doing the right thing here is doing the
right thing. The gameplay refuses to work as an auctorial ethical framework that
guarantees the moral rightness of an action. The mode of the homo ludens oeconomicus does not work for the player as a moral agent. It is therefore only consistent that all real consequences of this action are purely on the fictional level,
in the presentation of the three different (passive) endings. After completion, the
game ends in one of three different cut scenes, depending in whether the player
has killed or saved the Little Sisters. Besides the BioShock example, there are by
now numerous instances of game mechanics that attempt to tie ethical notions to
the game’s rule structure. The following is a short survey.¹²³
As a primarily agonistic type of game, video games from their very beginning have derived much of their motivation from a clear-cut distinction between
opposing forces, only one of which the player completely identifies with. This is
obviously true for all agonistic two-player games starting with Pong in 1972, but
it is also true for the majority of single-player games as well. This, again, is due to
the dynamic nature of video games that allowed them to present a real opponent
to the player. Thus, the early history of video games is a history of the opposition
of the player against an ‘other’ provided by the game system, from the famous
123 Cf. also Parker.
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Space Invaders to Donkey Kong and Pac-Man’s Blinky, Pinky, Inky and Clyde. The
complete identification of player and player character (‘You are Mario!’) and
the relentless and unchangeable opposition of the computer-provided enemies
(‘there was just no talking to these guys’) cemented the idea that the player was
always the good guy. Much early moral criticism of video games was in essence
scepticism about the justification of that ascription, especially when looking at
the type of acts that the hero was allowed to commit. Especially when the enemies
are recognizable as human, as in most war games, doubts can be easily raised
about the necessity to shoot first and never even try to ask a question.
Multiplayer games, from chess to Monopoly, had always known that there
were two sides to a story. For the longest time, single-player video games forgot
that fact while at the same time using fiction to motivate the players. Telling them
to work against a piece of software that couldn’t care less is much less compelling
then telling them to save the earth from clearly evil space invaders. The types
of fiction employed are therefore generally of the heavily Manichean type, those
that tend to paint good and evil in clearly distinguishable blacks and whites.
It wasn’t too long, though, until video games realised that their use of fiction
also gave them access to one of fiction’s most fascinating (if conflicted) abilities:
besides constructing a difference between the self and the other, the ability to
provide an identificatory perspective on the other. Fiction can do this because it
can present the other’s perspective, but games could even go one step further, by
letting the player play and act as the other. For Janet Murray, “the moral impact
of enacting an opposing role is a promising sign of the serious dramatic potential
of the fighting game.” (147) This of course only works when a clear and explicit
fictional framework has been established as being connected to the game. In an
abstract game with neutral designators for the two opposing factions and no
other distinctions between them, the choice of faction is irrelevant. But when one
creates a military shooter that is recognizably set in contemporary Afghanistan
and enables the player to not only play as a soldier of the U.S. Army but alternatively as a Taliban fighter, or even if one only announces the plan to do so, a
media and political outcry of indignant rage is sure to ensue.¹²⁴
A little less controversial, some games (like Left 4 Dead or Resident Evil)
contain a ‘versus mode’ that allows their players to choose between two sides of
clearly fictitious combating factions, one of which is usually designated ‘good’,
the other ‘evil’, in these cases ‘normal’ humans and Zombies. This is especially
significant in the so-called ‘survival-horror’ genre. Other games are the versus
mode of a fictional franchise. The 1994 game Star Wars: TIE Fighter for example
124 For information on the controversy surrounding the inclusion of a playable Taliban faction
in the 2010 Medal of Honour game, cf. “Medal of Honor (2010 video game)”, ‘Controversy’.
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Narrative’s Contrast Agent: Moral Choices
was the first game that enabled players to play as part of the faction that had been
designated as evil by the earlier Star Wars movies. In Lord of the Rings – Conquest, after playing through the normal campaign that closely follows the movie
adaptation, the player can actually play an alternate scenario to help the main
villain conquer the world (as he did not do in the source novels). Dragon Age and
Half-Life both have a downloadable add-on that allows the player to fight as the
enemies of the main game.¹²⁵
The most common type of an explicit incorporation of ethics into video
games’ rule structure attaches a (numerical) ethical value to certain player character actions (usually clearly distinguishing between ‘good’ and ‘bad’) and then
awarding the player character that value for the respective category, influencing
what is commonly referred to as a karma meter. Instead of choosing between
good and evil at the beginning of the game (as in a versus mode), the karma meter
works by gradation, allowing a constant reflection on questions of ethics. Many
recent games with high narrative proclivity contain karma meters. A closer look
at some of the examples will show how these can be employed.
One differentiation is whether the karma value has itself in turn an effect on
gameplay or not. While most cases are of the first category, an example for the
latter is the game Fable. Here, the ethical evaluation of acts made by the game
system will strongly influence the visual presentation of the player character,
but apart from some inconsequential reactions by random non-player characters encountered, it will not change the gameplay in any significant way as in
other games.¹²⁶ In the Fallout games, both negative and positive karma values
(which are not displayed numerically to the player even though the system keeps
a numeric count, but only through expressive descriptors) have different effects
on gameplay, some to the player’s advantage and some not. These effects have
mainly to do with the way that non-player characters and non-player character
factions react to the player character. A player character with a high ‘good’ karma
value will be increasingly attacked by mercenaries, while someone with a high
‘bad’ karma will be attacked by Peacekeepers. Independent non-player characters will react helpful, fearful, or aggressive, depending on the player character’s
karma value. Some minor ‘perks’ (character attributes and special abilities that
the player can choose as she progresses in the game) are only available to players
with either good or evil karma.
125 See also Zombie Master, a multiplayer Half-Life 2 modification, and Dungeon Keeper (1997).
126 Red Dead Redemption turns the by now familiar concept of random non-player character
behaviour as a reaction to earlier player choices around: if the player commits enough ‘evil’ acts
to ensure his being labelled a villain by the game, the player character himself will automatically
start to behave rudely towards non-player characters, insulting and threatening them.
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161
This latter influence is a predominant feature of the InFamous games that
also have a karma meter the player can influence through minor actions and
some major decisions. An important part of the game is the acquisition of different ‘powers’, and many of the powers can only be chosen by either a good or
a bad (according to the karma meter) protagonist. This system has been adapted
by other games, for example Dante’s Inferno (2010). InFamous is also an example
for the inconsistency with which a karma system is applied in a game. While the
many ‘karma decisions’ throughout the game will influence to some extent the
way that the game is being played, even including the availability of certain main
and side quests, the game ends with a final decision that is not only of the highest
narrative consequence, but that can be made independently of the previous decisions and that completely relativises these earlier decisions.
In most cases, the karma meter actually works like a scale with good and
bad at the opposite ends, and each action tilting the needle in one direction or
the other. This is what one might polemically call the ‘catholic’ version, where
good and bad actions are able to cancel each other out. Much fewer games use
the ‘protestant’ version, in which sins and good deeds simply add up to each
other on two separate meters. The Mass Effect games use this version in their differentiation of a Paragon and a Renegade scale, for both of which scales players
can acquire points. But then the opposing values are also not conceptualised as
moral absolutes (even a complete Renegade character will still be good insofar as
he will still be a hero and save the world). An even more complex system was used
by the game that introduced this kind of meter into gaming in the first place: in
Ultima IV (1985), the player character had eight different virtues (honesty, compassion, valor, justice, honor, sacrifice, spirituality, and humility), and it was his
objectives to practice them, increasing their relative values through respective
actions such as not stealing (honesty) or fighting enemies (valor).
While the idea of a ‘karma’ meter is tied to an absolute and inevitable ethical
evaluation (as is implied in the term’s theological associations), the ‘reputation
mechanic’ evokes a relative and avoidable judgment. Reputation mechanics in
video games are a game design element that measures both the perception of the
player’s actions by the non-player characters and their acceptance or disapproval
of these actions. Thus, it is an ethical evaluation that is not tied to the ethical
framework of the gamemaster, but merely to a specific part of the storyworld.
In Assassin’s Creed 2, for example, the player’s notoriety can rise while directly
following gameplay objectives, because the protagonist is acting in a hostile environment and is at odds with the ‘public’ that may perceive his actions. Also, it
is only applicable when the action is being perceived, which turns it into a completely relative evaluation.
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Narrative’s Contrast Agent: Moral Choices
Notoriety systems are often combined with a karma meter. Such combinations
can be found, for example, in Red Dead Redemption, Fallout 3, The Elder Scrolls
IV – Oblivion, or Fable. Examples of games that solely have a notoriety system are
Assassin’s Creed 2, Grand Theft Auto IV, and Hitman – Blood Money. Fallout: New
Vegas¹²⁷ not only employs a complex system of non-player character factions, but
measures the character’s relations with these factions through reputation values
for most of these factions. The reputation value measures the interactions that
the character had with certain factions and the effect of these actions. Completing quests for or otherwise helping a faction will raise the character’s reputation
with that faction. The system records both ‘good’ and ‘bad’ deeds and accordingly applies values to either ‘fame’ or ‘infamy’. The reputation is based on the
combination of these two values. This system is further complicated by the fact
that some of the reputations will influence each other. The reputations in turn
have a strong influence on the game experience, as non-player characters will
react differently, and whole areas might be closed off or opened to the character.
Emphasizing the relative nature of the reputation mechanic is the fact that the
character can put on the dress of one of the factions, which means that the faction
members will wrongly recognise him as one of their own and his reputation will
consequently be ‘neutral’ even if the real reputation is different.
An interesting form of an implied measurement of ‘karma’, or the relative
ethical value of a player’s choices is realised through the social group dynamic of
the non-player characters that accompany the player in Dragon Age. The companions are designed to have their own personalities, together with their own ethical
standards. The game features a measuring unit for the amount of trust/friendship
that a companion has towards the player character, the value of which will go up
or down according to whether the non-player character approves of the player
character’s choices or not. Some actions and decisions result in a gain or loss of
trust, depending on the ethical framework of the individual character. Thus, this
system resembles an individualised/compartmentalised reputation mechanic.
When a very moral character disapproves of a choice, this is implicitly equivalent to a loss of karma. The main (and important) difference is, though, that this
design features a number of competing ethical standards with only implied legitimacy, as opposed to the much more auctorial directly visible ‘karma meter’.
The trust gained or lost through these decisions will influence both the gameplay and the story, as characters might decide to leave your party, or engage in a
romantic relationship with the protagonist. Through this use of relative ethical
evaluations, Dragon Age bypasses the main problem that all games face which
127 For details, also see “Fallout: New Vegas reputation”.
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163
align the game’s valorisation rules with ethical evaluations: the fact that game
valorisations are absolute for all players (if they want to be ‘proper’ players),
while ethical evaluations are not, at least for most players.
6.3 Ethics and Rules
To summarise once more: gameplay valorisation works in a similar way to ethical
norms, and players tend to perceive their decisions in semantic terms (and video
games encourage this tendency). This will lead to choice situations in which the
choice can be understood to represent a situation that has an ethical value. In
such situations, there are two valorisations attached to the differing options:
what is good in terms of the game and what represents a morally good or bad
behaviour. There is no necessary connection between the two valorisations, and
yet, some games make a connection between the two explicit. This trend in video
games towards a clear connection between moral evaluation and gameplay valorisation is, as has been argued, a clear step towards an emphasis on the games’
fictionality and the players’ understanding of their actions as narrative events,
but it is far from being unproblematic. First of all, a game’s valorisation rules
might stand in stark contrast to generally accepted ethical ought-propositions.
An example of this is the infamous game Carmageddon, where killing pedestrians
by running over them in one’s car is necessary to win the game. The game thus
posits a world in which killing innocent people is regarded as ‘good’, a position
that the player has to accept if she wants to win the game. But this also means
that there is no ethical decision within the game, it is rather located outside of it,
in the player’s decision to play or not to play.¹²⁸
128 See also “Cruelty Is The Only Option”. When it comes to the relation between a game’s rules
and the ethical value of the range of choices proscribed by them, an interesting aspect is the
relatively new feature of achievements, sometimes also called ‘trophies’ or ‘challenges’, depending on the gaming platform. Achievements are the reward for a set of meta-goals for play that
are not directly tied to the objectives of the game proper. There can be an overlap between the
two – most games give their players achievements for finishing certain parts or the whole game –
but they can also be unrelated, such as an achievement for walking a certain distance within
the gameworld. While some achievements are tied to the game’s storyline (e.g., for finishing a
certain main quest), most are either unconcerned with the successful completion of the game’s
core storyline or geared towards a second playthrough. There are even some achievements that
can only be acquired on a second playthrough as they require the player to complete the game
on a level that is only unlocked after the first playthrough. This is meant to heighten the replay
value of these games. One of the consequences is a reduction of the impact of the fictional world
on the player’s perception of the game and a heightening of its gameplay elements. As none of
the achievements is explained or legitimised intradiegetically, they devalue the game’s fictional
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In order to correctly play a game, the player has to accept the game’s valorisation rules, but when these rules are being increasingly presented in a form that is
recognizably similar to real-life ethical rules, such (necessary) acts of unquestioning acceptance become problematic. The more a choice for an action in a game
looks like an ethical choice, the less the player will be willing to blindly accept
the game’s valorisation.¹²⁹ Even more fundamentally, the existence of the categories of ‘good’ and ‘bad’ designate the game’s ethical philosophy as that of naturalist realism. Any moral relativist would obviously have trouble accepting this
premise. And on a more logical level, one could note that ‘evil’ as a designator
is usually used to describe the moral other. It is therefore counter-intuitive that
any person should choose an act that she herself would consider ‘evil’, though
a second person might evaluate it as such. This describes a problematic tension
between the existence of offered acts within a video game that are – because
of their presentation as fiction – recognizable as having ethical value, and the
game’s fixing of these values. The independent game designer Ernest Adams has
created a dogma for game design that is modelled on the film-makers’ Dogma 95.
One of his rules is concerned with this labelling of game elements with unambiguous ethical terms:
There may be victory and defeat, and my side and their side, but there may not be Good and
Evil. Justification: Good versus Evil is the most hackneyed, overused excuse imaginable for
having two sides in a fight. With the exception of a small number of homicidal maniacs, no
human being regards him- or herself as evil. As a Dogma designer, you are required to create
a real explanation for why two sides are opposed – or to do without one entirely, as in chess.
world and therefore also its ethical framework. As a meta-goal, they can relieve the player from
her ethical responsibility, or rather, the ethical responsibility lies in the player’s acceptance of
the meta-goal’s validity. The influence can be both towards a more or less ethically accepted
behaviour: In Metal Gear Solid 4, there is an achievement for finishing the game without killing
a single human being. In Red Dead Redemption, on the other hand, there is an achievement for
killing the last buffalo in the Great Plains, and one for tying a person up with a lasso, dragging
her onto the railway tracks, and keeping her there until she is run over by a train (for some of the
comments on this achievement, cf. “Dastardly”).
129 The argument runs like this: 1. Valorisation rules in a game are absolutely binding just like
factual statements in fiction: if I want to play the game, I must accept them. 2. Valorisation rules
by necessity refer only to the game’s structure and have no meaning whatsoever outside of the
game. 3. Valorisation rules may be presented in a way that refers to something in the actual world
(e.g., when the target in a shooting gallery looks like a rabbit – or an actual person). 4. In this
case, the valorisation rule starts to resemble a real-life ethical choice situation (‘I should hit the
target’ seems to imply ‘I should shoot at this rabbit/person’). 5. It is this resemblance to ethical
choice situations (not to any ethical values) that can lead to an attitude (irrational in terms of
gameplay logic) in which the player starts to question the absolute necessity of the valorisation
rule. This does not yet say whether the player thinks that the rule is good or bad.
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In order to circumvent the (absolute and impossible) duality of the categories
‘good’ and ‘evil’, some games have used cases that are aligned but not identical to these categories. Many of the decisions that the player character has to
make during InFamous rather distinguish between ‘selfish’ and ‘selfless’ activities (such as using food supplies only for himself and his friends or giving them to
the public). As mentioned above, the Mass Effect games do not even use the terms
good and evil but instead describe acts as ‘paragon’ or ‘renegade’. The website
TVTropes accordingly writes: “The game lacks a traditional good/evil Karma
meter, and instead gives you options on how to preceed [sic] with each encounter
based on the Sliding Scale of Idealism Versus Cynicism; you are a hero either
way, but your heroism can range from Knight in Shining Armor to Anti-Hero.”
(“Mass Effect”) And even a game like Overlord, the very premise of which is that
the player character is an evil overlord fighting against a number of heroes, introduces a karma meter that measures the character’s ‘corruption’, thereby implying
that even what is designated as evil in the beginning is not beyond redemption.
But even if the valorisation system tries to agree with ethical norms, there are
numerous problems. Converting ethical to numerical values creates the illusion
that they are measurable on an absolute scale and, more importantly, comparable
and negotiable. An example from Fable might illustrate the problem of comparability: if the player character married and then killed someone, that would earn
him 60 evil points, while marrying and divorcing a character would earn him 600
evil points. This shows that the game’s designers and their players might have
very different notions of how to evaluate different acts ethically.¹³⁰ Or one might
consider this case from Fallout 3: In the side quest “The Nuka-Cola Challenge”,
the player character is asked by the non-player character Sierra Petrovita to get
and sell her 30 bottles of Nuka-Cola Quantum, which are very rare in the wasteland. After accepting this request, the player character meets another non-player
character, Ronald Laren, who is in love with Sierra, and asks the player character
to sell the bottles to him instead, so that he can impress her. It is up to the player
to decide how to act, but the game will award good karma points for selling to
Sierra and bad karma points for selling to Ronald, even though the player might
have chosen the second option as the more humane one.
130 The same is true for notoriety systems, which can also be strongly incoherent, as Jonathan
McCalmont complains with regard to Oblivion: “Another failure of reputation mechanics can be
found in the otherwise excellent Elder Scrolls IV: Oblivion (2006). In Oblivion, your relationships
with factions and individuals are affected by your reputation and your actions. However, the
characters in Oblivion were all entirely lacking in principle. You could murder someone’s family
and steal from their shop and then give them a load of cash and they would treat you as a longlost friend. Again, real people do not behave in this way.”
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Narrative’s Contrast Agent: Moral Choices
As these examples show, video games that create explicit ethical choice situations and tie them to game valorisation also apply a predetermined set of ethical
norms. Ethical choice situations in video games are created situations, designed
and enabled by the game designers who, through the shortfusing of gameplay and
ethical valorisation, suggest a specific framework of normative ethics. Following
the website TVTropes, one could distinguish some of these moral frameworks by
using colour comparisons. In Black and White morality,¹³¹ there is a clear, unmistakeable and unambivalent distinction between good and evil. The moral nature
of a choice will therefore also be unambiguous. The knowledge of the distinction is often based rather on an unquestioned faith in the gamemaster’s authority
than on detailed information. Information often merely strengthens the belief.
An ‘evil overlord’ simply is evil, and if he does something evil (thereby providing
us with information about his moral value) it will hardly surprise. It is interesting
to note that games that create a black and white morality very often do not allow
for true moral choices. All possible actions in these cases will be morally good,
while choosing the reverse is not possible. In these cases, gameplay and ethical
valorisation are identical, what is good for playing the game is also morally good.
In Grey and Grey morality, the relative moral position of two opposing factions or interests is highly ambiguous to the point of being undecidable. There is
a mixture of ‘good’ and ‘evil’ in all concerned parties and their interests. The value
of the moral choices of the player, who has to decide which faction to support,
will be equally undecidable. Morally grey situations are strongly based on information, with the question of the reliability and completeness of this information
being very important. The player can only base her choice on the information
she was able to gather and hope that it was reliable and complete. Information
about morally grey situations usually comes from multiple positions within the
gameworld (such as non-player characters) and not directly from a monologic
gamemaster. Concerning the connection between gameplay and ethical valorisation there are two cases, ‘true’ and ‘apparent’ grey and grey. In the first case, none
of the options is decidedly better in gameplay terms, the rewards and punishments are even. But gameplay and ethical valorisation might also be connected
(the game might attach different karma values to the different decisions), only
the player has no prior information about this. The player will therefore experience such a situation as morally grey, even though the game system shows that
it prioritises one option for the game’s objective.¹³² The suggested Black and Grey
131 Cf. “Black and White Morality”.
132 Walkthroughs often work to de-emphasise the impact of the game’s storyworld by providing
information about gameplay consequences. This can render the ethical impact of some moral
choices ineffective. Some walkthroughs (especially those made by the same companies that
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morality is rather a variant of this, in that moral situations are not undecidable,
but there is a residue of ambiguity that suggests that the ‘better’ option is not
completely ‘good’, but rather the lesser of two evils. These cases usually employ
only an apparent grey and grey structure, and the ‘less evil’ option is rewarded
in gameplay terms.
The final suggestion is Blue and Orange morality,which basically takes a noncognitivist meta-ethical position. In this view, ethical sentences do not express
propositions at all, and can therefore not be thought of as true or false. Especially in fictions that imagine non-human agents, attempts are sometimes made
to present ethical value systems as wholly alien to human comprehension. In
almost all cases, this is only applied to the non-player characters, though, and not
to the player character’s own ethical values. This is because, as has been shown,
an ethical understanding of player choices enters the game through the use of
fictional presentation, and such fiction can show the incomprehensible only as
the other, and not as the self with which to identify. In the theoretical case where
a player is asked to act according to an incomprehensible moral scale, she will
no longer be able to ‘make sense’ of her choices, and they will loose their ethical
connotations. If the player cannot rely on understanding the presentational level,
all she is left with is gameplay valorisation.
This is not the place do decide on or evaluate the ethics of simulated acts.
We have looked at moral choice situations in games because they are among the
most interesting examples of a close if problematic connection between a game’s
rule structure and the meaning that it ascribes to this structure through its presentation. In these cases, the player makes sense of the game by understanding
it as a storyworld. Only a player choice that is understood to have a moral value
exploits the full potential of being experienced by the player as a narrative act,
since it also implies an understanding of the player character as a moral agent,
and therefore as a full character in a storyworld (as opposed to being merely a
function to enable game state changes). It is up to ethics to evaluate the relative distribution of moral responsibility between the player, the player character, and the game’s design.¹³³ For now, we can restrict ourselves to note that, in
narrative terms, the experience of ethical agency can indeed be located somemade the game) try to counter this by restricting information and using an intradiegetic mode
of presentation.
133 By far the most exhaustive analysis of this question to date is Miguel Sicart’s The Ethics of
Computer Games. Sicart attempts to further an understanding of the game as designed ethical
object and the player as moral agent that transcends the simplicity of most discussions of this
topic. For Sicart, “The player of a computer game is a moral agent who plays according to a set of
values partially created by the ethical nature of the design and the game experience, but also by
the individual, communitarian, and cultural values that inform her ethical being.” (146)
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Narrative’s Contrast Agent: Moral Choices
where on a sliding scale that reaches all the way from the player to the player
character. Where it is positioned in a specific situation and for a specific choice
is partly dependent on the player and partly on the game. In the extreme case,
games can take away player agency completely and have the player character do
something in a cut scene that the player herself ‘would never have done’. On the
other end of the scale, the player might make decisions based purely on her own
personal wishes, disregarding the player character’s perspective. This happens,
for example, when players of Grand Theft Auto games provoke lethal crashes with
their player character’s car purely for the visual spectacle, and not because they
understand the player character to be suicidal.
While one end of this scale loses agency, the other end loses narrative proclivity. A passive decision by the player character (one that is forced on her through
the game) cannot but be presented and experienced by the player as narrative,
but strips the situation of the choice element and openness that would characterise it as a node. A player decision that is exclusively based on the player’s worldview, on the other hand, would presuppose that the player ignores the game’s
presentational level, and thereby prioritises agency over its meaning for a storyworld. The player is theoretically¹³⁴ completely free to act, but only because
the act does not mean anything within a narrative. The true magic of narrative
choices in video games therefore lies in between, and this is one of the areas
where they excel most as FNs.
134 This case is largely theoretical since in most cases ignoring all of the presentational level is
indeed impossible. The player would probably not even understand that she has a choice.
7 The Future of Storyplaying
Writing about video games is as exciting as it is dangerous. It is exciting because
so much is happening so quickly in this emerging field, and it is dangerous
because so much will most likely happen in the near future. As an example of
FNs, video games embody the “defining features of future time, namely that it is
yet undecided, open, and multiple, and that it has not yet crystallized into actuality” (Bode 1.1), but their own medial and artistic future is much more open than
any story they have yet told. For a critic and analyst of video games, this means
that anything he says today might have become outdated, in need of revision, or
plain wrong by tomorrow.
So, if the present of storyplaying is highly unstable in the sense that any
current state of the art is liable to change fundamentally at any moment, what
can be said about its future? Isn’t it rather overreaching to increase openness and
indeterminacy even further by looking into the future, unpredictable at the best
of times? Of course, what is utterly impossible is to predict the nature of something that is to come, but is not yet known. In a field that has been as ripe with
innovation as video games, this is what makes ‘stabilizing’ the present so difficult, since it is so highly liable to turn into a yet unknown future. But what can be
‘predicted’, in a way, are the consequences of the things that are already known,
but have not yet materialised in their entirety. We can say what is already possible
but not yet actual within the given situation. And we can make (careful) postulations about trends that have already been around for a while, and are likely to
continue for some time, such as the increase in computing power, or the rise of
mobile and networked gaming.
Of course, it is necessary to qualify our predictive efforts by stating that this
is not about what and how games will be in the near future, but only about the
possible or not yet realised potential of video games as artistically successful
enablers of FNs. Looking at the potential future of storyplaying therefore means
looking at the medium that it predominantly uses, the video game, assessing the
technology-related potential that comes with the expected advances in computing power, the artistic potential inherent in the technological affordances but
not yet fully developed, and the economic conditions of the medium that will
influence how these potentials are being tapped. Such speculations can only be
tentative, especially if one takes into account the interplay between yet unknown
technological advances, the range of artistic expressions these enable, and the
economic mechanisms that encourage or hinder this potential.
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7.1 Media-Economic Aspects
None of these aspects works independently. Technological advances can both
increase and decrease the cost of producing content and thereby make the risk
of a more artistic approach more or less viable. The introduction of new subject
matters can attract a new type of audience and make these games successful,
just as the changing nature and composition of the potential audience will call
for different structures and topics.¹³⁵ Like architecture, the opera, or movies (and
unlike, for example, text or photography), video games are for the most part a
medium that necessitates large-scale human efforts and high initial investments
to produce content and therefore they will always remain intricately related to its
economic conditions of production.
The budget for developing major video games has risen exorbitantly within
the last two decades. While in the 16-bit era (about 1989 to 1999), developing a
game would cost between $ 50.000 and 300.000, at the time of the Gamecube
console (1998), this figure had already risen to between $ 3 and 6 million, while
current so-called AAA-games cost between $ 17 and 20 million. Some games,
like Grand Theft Auto IV, are estimated to have cost as much as $ 100 million.
These games have become major productions, comparable to Hollywood movies,
with hundreds of people involved as well as company structures that are strongly
averse to risk taking. Thus, while the combined creative and professional power
of such teams has led games far in the perfection of existing gaming structures
and their artistic presentation, there is a dearth in originality and innovation, let
alone experimentation in big-budget games. The majority of major video game
releases are sequels to earlier games (this is especially attractive for video games
since a large amount of the production cost can be the development of a game
engine that can easily be reused for a sequel) or a variation on existing structures.
135 The question of its audience is a decisive economic factor for the artistic development of
video games: who buys and plays video games? The early success story of video games was as a
children’s toy, but sales statistics during the last couple of years have shown that the audience
is not simply rejuvenating continuously, but is at least partly growing up with the games. The
Entertainment Software Association provides some numbers on the current demographic state
of video game players in America that clearly indicate how this audience has matured: the average game player is 37 years old and has been playing games for 12 years. The average age of the
most frequent game purchaser is 41 years old. Forty-two percent of all game players are women.
In fact, women over the age of 18 represent a significantly greater portion of the game-playing
population (37 percent) than boys age 17 or younger (13 percent). In 2011, 29 percent of Americans
over the age of 50 play video games, an increase from nine percent in 1999. It is obvious that this
kind of audience will look for something different in the games they play. Cf. “Industry Facts”.
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And while independent publishers are there to provide the originality and
courage for experimentation that the big studios are so often lacking in, they
cannot be a complete substitution for them as in the case of literature, or even
to the degree that independent filmmakers can be. Many large and corporately
organised publishing houses are also no motors for innovation, but everyone can
theoretically write a literary masterpiece with no more tools than pen and paper,
and even the smallest publisher can print a work like T.S. Eliot’s The Waste Land.
Even in filmmaking, much of what is only available to large studios are the very
elements that are more often than not considered to rather stand in the way of
artistic greatness than to enhance it, such as spectacular set design, dazzling
special effects, or even some expensive actors. Filmmakers can make a virtue of
a lack of production value and produce something like The Blair Witch Project. In
the case of video games, some genres like believable open-world games simply
require a lot of money to produce, whether they are being done well or not.
Minecraft has shown, in an extremely successful way, how one can bypass
this problem by strongly lowering the expectations in the game’s graphical representation. In a sense, the game looks like it is twenty years old, yet its complexity,
or rather, the complexity that it enables, is very much state of the art, and its basic
programming was done by a single man, Markus Persson. But then Minecraft is
missing everything that has made other, big-budgeted open-world games so high
in narrative proclivity.
7.2 Media-Technological Aspects
Video games as a medium are still largely determined by the technological affordances of its delivery technology, or, to be more specific, their medial evolution is
closely tied to technological advances, especially computational power, but also
the technological nature of the gaming devices and the connectivity between the
gaming devices. The rapid advances in computer technology are far from coming
to an end, and video games constantly change in ways that are influenced by
these advances. This is one thing that sets them apart from other artistic media
that have long since perfected their delivery technologies to an extent where
no radical change is to be expected that could alter their creative potential. The
printed book has remained largely unchanged for hundreds of years and is still
dominantly used as a delivery technology for written texts. At the latest with
the advent of colour, movie technology also has largely remained the same for
decades, though 3-D technology might still become more influential. What can
definitely be said is that books, movies, the radio or even comics have been fixed
in the expressive potential enabled by their delivery technology throughout the
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last decades in which video games have continued to reinvent themselves. Video
games from 1980, 1990, 2000, and 2010 do not only look vastly different, they are
different in a vast number of aspects. And it seems like there is much more yet to
come.
The major driving force behind most of these changes has been the computational power that video games could use for their game systems. This power has
increased exponentially ever since the earliest arcades, and this trend promises
to continue for a good while. The level of computational power is mainly responsible for the visual presentation of the games, as can be seen in the common
trend for photorealism in the depiction of navigable space, but it also determines
the complexity of the artificial intelligence used for the behaviour of the game
system, an element that can and will further contribute to their processual and
non-unilinear nature.
Ever since Pong (1972), video games have been predominantly a visual
medium,¹³⁶ one that creates visual likenesses for players to experience. But, compared to all other visual media, the level of detail in this depiction has so far
been limited purely by the medium’s technological abilities to an unusual degree.
Early video games were strongly restricted in what they were even able to show,
completely independently of the artist’s personal abilities or intentions. There
simply was a limited amount of pixels available on the screen, and this amount
was far from being enough to allow anything approaching realism. The improvement of graphics is therefore the most visible site of advancement in the development of video games. A mere glance at early as compared to recent games will
show the observer the most dramatic differences, and an expert will be often able
to tell a game’s year of publication just by looking at the graphics.
The initial development has been one towards realism, adhering to a mimetic
evaluation of art. Not least because, in their early phase, they had been – and
were often enough derided as – such radical visual abstractions from reality,
video game developers for the longest time were obsessed with making their
games look as real as possible.
In terms of video games as conveyors of narrative and fictional worlds,
the improved graphics have considerably contributed to players’ experience of
immersion and to the seriousness with which they can invest the game’s storyworld. Players will now encounter non-player characters that have not only a
visual individuality (as opposed to the cartoonish abstractions of earlier games)
but that can have faces expressive of complex emotions. In L.A. Noire, part of
136 Exceptions to this like the highly original game Papa Sangre only prove that there are still
large areas of untapped creative expression within this medium.
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the player’s detective work is made by observing the suspects’ facial reactions
to questions and accusations. This would hardly have been possible with Mario.
Video games today are close to the point of achieving photorealism. It is to
be expected that already the next generation of consoles will make the visual
distinction between the photographically ‘real’ and the artificially created impossible, at least temporarily, as the level of verisimilitude of current CGI effects testifies. And yet it is doubtful whether the photorealism paradigm will lead to any
more considerable artistic advances. The photorealism paradigm has led so far
to the neglect of all other visual modes of presentation that the history of art has
developed.
One might even go so far as to call the game industry’s confusion of realism
and naturalism one of the main aspects holding it back artistically, with realism
understood as a mode of narrative that is honest, consistent, and serious in its storytelling, and photo-realism a merely meaning that things should look as if they
were real. This is a common trap for visual narrative media, but one might look at
the development of graphic storytelling to see that it is not necessarily a singletrack dead end. A large part of comics has self-confidently embraced the fact that
all of their visual presentation is created, and therefore at best a subjective kind
of realism. This acceptance, while admitting that comics will never look identical
to real life, frees them to employ an unlimited array of visual styles, styles that are
in themselves expressive, artistically, symbolically, narratively. Video games and
comics have always had a strong affinity, but so far, big budget productions have
only appropriated very selective elements of graphic storytelling, while at the
same time constantly striving for cinema’s photo-realism. But recently, the independent scene is proving that the depth and seriousness of narrative content is in
no way directly tied to its closeness to photo-realism, but that, in fact, abstracted
or highly stylised modes of presentation can even support a narrative. Especially
in the adventure and the platforming categories (e.g. Machinarium or Limbo),
independent games have successfully started to embrace ‘non-realist’ styles of
presentation as an artistic decision, and not just a technical necessity. It is to be
expected that games will continue to ‘look better’ (in the sense of more real) as
the hardware develops and programmers get ever more apt at coaxing the best
results from the existing hardware, but the visual design philosophy employed
to populate this realism with forms is so strongly reliant on a rather limited set of
stereotypes that artistic innovation will most likely rather continue to come from
non-realist modes of presentation.
The current trend towards realism and the game industry’s attempt to
compete with the experience of Hollywood blockbusters has turned creating an
immersive, narratively rich and visually appealing game into a large-scale business venture with hundreds of participants and -million dollar budgets that can
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only be handled by major studios. This has, of course, consequences for the
extent to which their artistic potential is realised, and, more specifically, for the
degree of openness that their narratives allow.
To look at a concrete example, the increased use of motion capture is, on the
one hand, a very strong indication for the growing emphasis on narrative immersion, on the mimetic or realistic aspects of fictional world-building in games.
During gameplay, and especially in combat and platforming situations, player
characters still perform a lot of physical actions that a normal human would be
incapable of, and the graphic rendering of which is done through computation.
Motion capture scenes are used whenever there is dialogue, or when characters
are expected to act and move in a realistic way, or, in other words, when the narrative mode is getting closer to that of realist fiction. But on the other hand, this
strengthening of narrative immersion goes along with a severe burden on the
non-unilinear capabilities of games. Motion capture sequences are by definition
pre-rendered and therefore strongly fixed and less able to provide variation. And
their extremely high costs of production make creating a lot of material that the
player will most likely never experience very uneconomical.
As to the artistic potential, a game studio that invests a considerable amount
of money in a game will be less willing to take any risks by experimenting with
form or content. Looking at recent releases, the predominance of sequels (most
of which change neither the rule structure nor the presentational level in any significant way) is an impressive testimony to this fact. So in a way technologically
increased expressive capabilities of the medium have so far often rather hindered
formal and thematic innovation. But it is to be expected that further advances
in game development technology will offset this effect to a degree. Right now,
making games ‘look good’, giving them the production values expected by consumers, costs a lot of money and is only accessible to large-scale businesses and
not independent producers, let alone individual creators. But at the same time,
the tools available to individual creators produce better and better results, so that
the gap might close again, at least in some respects. Similar developments can be
observed in music and film production, where relatively cheap tools have developed to a point where they provide the functionality of disproportionately more
expensive equipment.
The games that individual developers are able to create today are often
already technologically more advanced than AAA productions of earlier years.
This has been supported by the trend towards the creation of game engines, in a
sense construction kits for games that are relatively independent of the specific
structure and form of a game. By using game engines, developers do not need to
design the whole game from scratch, a process that is highly time-consuming.
The creation of a new game engine is still a task that only a very large developer
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can undertake, but today there are a number of game engines available for independent developers at relatively low costs, such as Microsoft XNA, a set of tools
developed by Microsoft with independent game development in mind. This will
increasingly allow smaller, independent developers and artists to create games
that make use of more of the full technological potential of video games (such
as navigable space) at lower costs and therefore with considerably more artistic
freedom. An example of this would be the game Flower, a game that was designed
by only nine people.¹³⁷
Even more conducive to experimentation with high production values is the
encouragement of some professional game developers of game modifications,
or ‘modding’. On the one hand, studios attempted to secure their copyrights by
making their games’ source codes inaccessible, but there is also another contrasting trend towards opening their game engines for modifications by the players.
This trend started already with the first widely successful first-person shooter,
Doom, that enabled its players to create completely new levels for the game, but
using the existing structure of the game as well as its engine. Such mods can
range from slight variations, for example in the spatial setup of levels, to the
creation of completely new games. One of the most well-known mods is the oftdebated game Counter-Strike, which has its origin in a modification of Half-Life.
But modification has also led to a number of highly experimental games such as
The Stanley Parable, a very original mod also of Half-Life, or Dear Esther, a game
that started as a mod in 2008 and was remade for commercial release in 2012.
Currently, the game industry is divided on whether to encourage modification or to see it as an infringement on copyright. But there are enough products
that allow for modifications, sometimes making the necessary tools available for
free online (as was the case with the last three Elder Scrolls games). And while
modding games like Doom, Half-Life or Left 4 Dead requires a certain level of
knowledge as well as time and determination, more recent games have even
further simplified the process of modification and included it as an integral part
of the (networked) gaming experience. The platforming game Little Big Planet has
derived a considerable part of its success through its level creator and the easy
way through which these creations can be shared by other players. InFamous 2
has attempted the same for open-world games by allowing players to easily create
missions that will then automatically appear within the material space of other
players who play online. This second example is especially important for its narrative potential: the players can create narrative situations and include (written)
dialogue.
137 Cf. Carless.
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Further increases in computational power will also allow the creation of
improved or more complex artificial intelligence for non-player characters. As
has been argued earlier, the dynamic behaviour of non-player characters is an
important factor contributing to the non-unilinearity of a game’s narrative experience. A character’s behaviour can be scripted with multiple options and variables, but like all non-unilinear scripting this has its limits. But behaviour that is
generated adaptively by artificial intelligence can take a multitude of directions
and influence the game’s narrative in emergent ways. Whether artificial intelligence will ever enable non-player characters to create anything approaching the
range of human interaction (and not just be better at outflanking enemies), or
even “surprise [players] in a convincing way”, as E.M. Forster demanded of round
characters, is speculation of the less likely sort. But some further improvement
in this area is surely to be expected. And, as some recent examples have shown,
artificial intelligence, or rather: procedural generation is not only relevant for the
behaviour of single non-player characters, but for that of the whole gameworld
as well. Left 4 Dead and Skyrim are two recent examples of games that allow
dynamic changes to the gameworld, which means that aspects of the game that
are otherwise subject to scripting can be increasingly emergent and therefore
non-unilinear.
The storage devices used by video games have been largely responsible for
the size of the gameworlds that can be created for a single game. As with computational power, storage has developed exponentially, from the 170 kilobytes that
could be stored on Commodore’s first floppy disk for the C 64 to the 25 gigabyte,
or 25.000.000 kilobyte, that current-generation consoles use. This has led to the
creation of gameworlds that not only have a very large but also incredibly detailed
navigable space, from the roughly 3 mi2 of the 2001 Grand Theft Auto III (one of
the first 3-dimensional sandbox games) to the 400 mi2 of Just Cause 2 (2010).¹³⁸
It is doubtful whether mere size will do much more for improving the artistic
value of games, especially when it comes to physical size. Of a higher narrative
importance is the density of the presented world. In the recent development of
navigable space in video games, size and density have not always gone hand in
hand. Morrowind was largely hailed for the size of its open world, yet when compared to some more recent titles, this world feels largely depopulated, empty, at
times even dead. Today, the emphasis of narrative games is therefore much more
on the number of elements within a world that can be interacted with and that are
meaningful, and the dynamic behaviour of the world.
138 For a comparison chart, cf. “Large Video Game Worlds”.
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7.3 Artistic Potential of the Medium
Since video games as a (meta)-medium are still far from reaching an end to their
technological development, the range of what is technically possible still largely
influences the range of its artistic potential, and yet one also has to think the two
independently. True, a computer system that only allows for the presentation of
black and white on a screen can never employ colour in any artistic way, but the
systems have long since reached a point where what is possible by far exceeds
what is currently realised.
One field where considerable advances have been made also by major developers, but where the potential for growths is yet enormous, is in the range of themes
and topics that can be addressed through video game narratives. Video games
started out as children’s toys, and the themes that they addressed and the stories
they told were accordingly. In the best cases, they had something of the archetypal
simplicity of myth and fairytales, but often enough, subject matters were merely
silly, juvenile, or nonsensical. Quite naturally, video games in part have aged with
their players, since not all of them stopped playing when they matured beyond
the interest in toys. This has led to somewhat more complex narratives as well as a
broadening of topics, though still far from any real maturity. The most recent step in
this development has seen, from major publishers, ever more complex stories with
contents clearly addressed at an adult audience, and, from independent and smaller
publishers, the emergence of ‘serious games’ and games that address topics that had
been rather uncommon. Heavy Rain and Alan Wake are games whose stories hold
up at least against standard movie thrillers, and they present characters that are
recognizably human and that express a fairly broad range of human emotions. They
address topics of loss and responsibility, of dream and reality, and of personal guilt.
Yet it is hardly difficult to imagine the existence of even more humanely involved
or ‘grown-up’ topics and more interesting characters – though one might question
whether such games will find a big enough market and actually get made.
When talking about the artistic potential of video games, one can divest the
topics they address only to a certain point from the game structures through
which these topics are being enacted. This is where the innovative potential lies.
As long as one looks exclusively at content, the demands directed at games are
usually restricted to not falling too far behind what has already been explored as
topics by other artistic media. On the other hand, even a game that is concerned
with an investigation into Ayn Rand’s philosophy of objectivism like BioShock can
and must be asked whether the amount of repetitive killing actions that the game
forces on its players is completely concurrent with its apparent theme.
Like other art forms, game development as an expression of human creativity
brings forth its own structures, some of them seemingly unalterable necessities,
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The Future of Storyplaying
others more clearly conventional. That so much of the merely conventional seems
to be written in stone and repeated invariably with every new game is most likely
due to video games’ conditions of production. The history of art has not least
been a history of breaking with conventions, of testing the boundaries of genres
and even media until their breaking point. There probably has never been an art
form that has had such a short cycle of establishing and then breaking genre conventions as video games, and yet there is still a lot of work to be done.
Video games started out as something very simple (vide Pong), but from the
beginning they carried the promise of great complexity. This is a promise that has
actually been fulfilled to a staggering degree. Simulation games, whether they
simulate the behaviour of an airplane, a city, or the physical properties of a landscape (From Dust), can be deep to the point where they actually put off players
who are not willing to get acquainted with their complexity. And story-driven
open-world games like Skyrim contain such a wealth of content, and combine it
in such complex ways, that players can get lost for endless hours in gameworlds
that seem real and inexhaustible. Of course, complexity is neither a guarantee
for a good game, nor is it a prerequisite for a game that has artistic potential.
But complexity enables a whole range of artistic expressions that cannot be put
in more simple terms. Some artistic pieces might just need the large canvas. It is
fair to say that the canvas is already large enough to allow for very complex structures, but that all structural possibilities on this canvas are far from having been
exhausted so far. In terms of complexity, the creativity of game designers is hardly
limited anymore by technology.
Rather, many of the limitations are self-imposed. Today, the genre that
matches most closely video games’ narrative structure is pornography: a thin
narrative frame leading quickly to a repetitive series of events that should carry a
high relevance but that is increasingly devalued by the repetition and that takes
up a disproportionate amount of the reception time. The only difference is that
where porn has sexual intercourse between a number of actors, video games
usually have combat situations and endless killings.
This is not to say that video games must not be about violence and even
killing. But in order for such an act to become narratively relevant (instead of
merely sensorially stimulating), it needs to be singled out and put in relation
to something else rather than become automatised by meaningless repetition.
Players of most shooters will very soon cease to reflect on the meaning of what
they are doing when they are killing enemies, but only the most detached players
will not feel the immense relevance of the one situation in Heavy Rain where they
may kill a man – or let him live.
Heavy Rain surely is an extreme example and a game that does not consider
itself combat-oriented at all, but even those games where skill-based shooting is
Artistic Potential of the Medium
179
central would profit from a little restraint in repetitiveness, rather building up
less but more relevant and believable enemies. This will happen probably more
and more as improved AI makes it possible to create enemies that are a challenge
because of their behaviour (which is then interpreted by the player narratively as
part of their character) and not merely their numerical attack or defence strength.
Generally speaking, stripping a game of repetitive actions to make all or at
least more acts meaningful within it will greatly heighten the player’s narrative
immersion and therefore improve the potential impact that player decisions can
have and the depth of engagement that a game can have with certain types of
human behaviour. No other narrative medium can make readers/players feel
what it means to actually commit an act (or not) in the way that video games can,
but they are far from having developed the full potential of this ability. There is
a limit to what we can learn about love, sensuality, and the erotic from mindless
and mechanical pornography.
Probably the biggest stepping-stone of the medium on its way to artistic
maturity is the willingness to let go of the concept of the game deciding on a
winning or losing state, and especially of an absolute valorisation of the winning
state.¹³⁹ There already are successful examples of ‘unwinnable’ games, but they
are usually very short. A good example is September 12th. Here, the player is lead
to believe by the game’s presentation that she is to try and hit terrorists who are
moving through an Arab village with missiles. But as the missiles also kill innocent bystanders, what happens is that non-player characters come to mourn the
dead, and then turn into ‘terrorists’ themselves. Thus, the more the player fights
the terrorists, the more of them she creates, and finally she has to realise that
there is no achievable winning state and that the best way to have played this
game would have been not to play it. This has led some scholars like Marie-Laure
Ryan to conclude that September 12th might be a clever political cartoon, but not a
game. Instead I would like to propose the term ‘anti-game’ in a similar sense that
there are anti-novels: it is a game system that denies some of the fundamentally
accepted foundations of games, that radically questions its own generic structure.
But only such self-questioning can bring an art form to complete maturity. Almost
all other artistic genres have developed their own deconstructions, some, like the
novel, have even started that way. As long as an art form still deems certain of
its generic rules as inviolable – such as ‘tragedies can only be concerned with
royalty’, or ‘a game must be fun to play, and it is only fun if you can win’ – it can
produce great examples, but as a form cannot be said to have developed its full
potential yet. One can only know how far an art form is able to go when seeing
139 This is not quite the same as having a paidea-like game without objectives, or at least without clear-cut objectives like The Sims.
180
The Future of Storyplaying
where it ‘goes too far’, transgressing its own boundaries, denying its own foundations, and potentially becoming something else. The Belgian artists and video
game designers Auriea Harvey and Michaël Samyn have used the term ‘notgames’
to describe an approach to gaming that transcends perceived necessities, especially the idea of winning or losing:
The notgames thought is inspired by videogames. By those fine moments in virtual experiences when we feel like we’re in another world, when we believe a synthetic character is our
friend, when our bodies merge with the system and the software becomes our hands and
eyes, when we find ourselves enthralled by the very thing that we are doing at that moment
in complete disregard of the prize that we might be winning or losing. (Not a manifesto)
Harvey and Samyn are at the forefront of those designers who are willing to transgress boundaries and established conventions, for example in their 2009 game
The Path, an adaptation of the Little Red Riding Hood fairy tale, where the player
is told by the game to stay on the path, though this will mean that she actually
misses the game.
The literary equivalent to video games’ insistence on ‘winnable’ games would
be the expectation not only that each fictional text should provide complete and
satisfying closure, but that the degree of closure is proportional to the effort that
is required to read a book. In this case, a book like Ulysses or Gravity’s Rainbow
would have to count as a complete artistic failure. Such an attitude is good for
marketing and sales departments and will push games into achieving perfection
in one regard (being as much ‘fun’ as they can possibly be), but is actually detrimental to their development in another – namely as a reflection of everything
else in life which is not pure unadulterated and unambiguous fun, which is actually quite a lot. What is tentatively developing but is still very much lacking is an
attitude that is willing to accept the fact that one puts effort into a game for the
mere sake of playing it instead of winning or completing it. It is no coincidence
that the idea of a non-pragmatic perception is one of the major attempts to define
art or literature with a capital L.
It is one of the major appeals of games that they so often have objectives,
just as it is one of the appeals of fiction that it can teach us something, mean
something. And yet, some of the greatest examples of fiction derive from a frustration of this meaning-generating potential. In the same sense, one might think
of games (unthinkable as they seem to be in the current climate) that make us
want to achieve something, but then force us to accept that this something is
not achievable, or is not as desirous as was first expected. Winnable games can
indeed express potent ideas, but some ideas (and they are not the least interesting) can only be addressed by unwinnable games.
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Final Fantasy XIII. Square, 1999.
Flower. Sony Computer Entertainment, 2009.
From Dust. Ubisoft Entertainment, 2009.
Gears of War 3. Microsoft Game Studios, 2011.
Grand Theft Auto III. Rockstar Games, 2001.
Grand Theft Auto IV. Rockstar Games, 2008.
God of War. Sony Computer Entertainment, 2005.
Gothic. Egmont Interactive, 2001.
Guitar Hero. RedOctane, 2005.
Half-Life. Sierra Entertainment, 1998.
Half-Life 2. Sierra Entertainment, 2004.
Heavy Rain. Sony Computer Entertainment, 2005.
Hitman: Blood Money. Eidos Interactive, 2005.
InFamous. Sony Computer Entertainment, 2009.
InFamous 2. Sony Computer Entertainment, 2011.
I Wanna Be the Guy. Independent video game development, 2007.
Just Cause 2. Eidos Interactive, 2010.
Kane & Lynch: Dead Men. Eidos Interactive, 2007.
Killzone 3. Sony Computer Entertainment, 2011.
L.A. Noire. Rockstar Games, 2011.
Left 4 Dead. Valve Corporation, 2008.
Limbo. Microsoft Game Studios, 2010.
Little Big Planet. Sony Computer Entertainment, 2008.
Lord of the Rings: Conquest. Electronic Arts, 2009.
Machinarium. Amanita Design, 2009.
Mass Effect. Microsoft Game Studios, 2007.
Mass Effect 2. Electronic Arts, 2010.
Mass Effect 3. Electronic Arts, 2012.
Metal Gear Solid 3: Snake Eater. Konami, 2004.
Metal Gear Solid 4: Guns of the Patriots. Konami, 2008.
Metroid Prime. Nintendo, 2002.
Minecraft. Mojang, 2011.
Video Games
Modern Warfare 2. Activision, 2009.
Mortal Kombat. Midway Games, 1992.
NetHack. The NetHack Dev Team, 1987.
Myst. Brøderbund, 1993.
Overlord. Melbourne House, 1990.
Pac-Man. Midway Games, 1980.
Papa Sangre. Somethin’ Else, 2010.
Planescape: Torment. Interplay Entertainment, 1999.
Police Quest: In Pursuit of the Death Angel. Sierra On-Line, 1987.
Pong. Atari Incorporated, 1972.
Prince of Persia. Brøderbund, 1989.
Prince of Persia: The Sand of Time. Ubisoft Entertainment, 2003.
Prototype. Activision, 2009.
Psychedelia. Llamasoft, 1984.
Red Dead Redemption. Rockstar Games, 1010.
Red Faction 3. THQ, 2001.
Resident Evil 4. Capcom, 2005.
Risen. Deep Silver, 2009.
Sakura Wars. Sega, 1996.
September 12th. Independent video game development, 2003.
Shenmue. Sega, 1999.
Silent Hill: Shattered Memories. Konami Digital Entertainment, 2009.
SimCity. Brøderbund, 1989.
Singularity. Activision, 2010.
Sleep is Death. Jason Rohrer, 2010.
Space Invaders. Taito Corporation, 1978.
Starcraft. Blizzard Entertainment, 1998.
Star Wars: Battlefront. LucasArts, 2004.
Star Wars: TIE Fighter. LucasArts, 1994.
Super Mario Bros. Nintendo, 1985.
Tetris. Alexey Pajitnov, 1984.
The Bard’s Tale. Electronic Arts, 1985.
The Elder Scrolls III: Morrowind. Bethesda Softworks, 2002.
The Elder Scrolls IV: Oblivion. 2K Games, 2006.
The Elder Scrolls V: Skyrim. Bethesda Softworks, 2011.
The House of the Dead: Overkill. Sega, 2009.
The Path. Tale of Tales, 2009.
The Sims. Electronic Arts, 2000.
The Witcher 2: Assassins of Kings. Atari, 2011.
Tom Clancy’s Splinter Cell: Conviction. Ubisoft Entertainment, 2010.
Two Worlds II. TopWare Interactive, 2010.
Ultima IV: Quest of the Avatar. Origin Systems, 1985.
Watchmen – The End Is Nigh. Warner Bros. Interactive Entertainment, 2009.
Wii Fit. Nintendo, 2007.
Wing Commander III: Heart of the Tiger. Origin Systems, 1994.
World of Warcraft. Blizzard Entertainment, 2004.
187
Index
agency 2, 3, 5, 8, 10, 11, 29, 30, 32, 33, 37,
40, 41, 42, 49, 54, 60, 61, 76, 81, 90, 91,
99, 112, 115, 118, 127, 133, 140, 141, 145,
148, 149, 167, 168
agon 71, 72, 79, 158
Alan Wake 106, 177, 185
alternate reality game 106
Assassins Creed 2 87, 107, 108, 110
BioShock 23, 34, 58, 77, 78, 102, 132, 133,
134, 136, 144, 156, 157, 158, 177, 181,
184, 185
Bode, Christoph 1, 5, 76
Braid 142, 185
Brütal Legend 31, 101, 105, 106, 110, 185
Caillois, Roger 3, 15, 71
Calvinball 10
Carmageddon 163, 185
character attributes 70, 74, 77, 80, 96, 119,
156
character death 23, 143, 144, 145, 146
choice
– moral choice 51, 148, 149, 157, 166, 167
– semantic choice 125, 127
– spatial choice 63, 64, 65, 66, 100, 142
Choose-Your-Own-Adventure 2, 7, 8, 9, 37, 51,
76, 130, 139
computer role-playing game 26, 52, 70, 73,
78, 80, 87, 126, 145, 146
cut scene 29, 32, 33, 34, 35, 38, 46, 80, 86,
99, 133, 168
Dear Esther 175, 185
Deus Ex games 90, 132, 133, 134, 185
dialogue tree 37, 38, 40
Dragon Age games 28, 33, 34, 73, 79, 86,
92, 106, 126, 134, 141, 147, 160, 162,
186
Eliot, T.S. 171
embedded narrative 28, 29, 105, 106
emergent gameplay 17, 50
encyclopaedic narrative 106, 107
environmental storytelling 99, 105
Eternal Darkness: Sanity’s Requiem 136,
186
event trigger 41, 42, 47, 100, 108
experience point 52, 70, 80, 82, 83, 86,
89, 95, 96
exposition 32, 86
Fable III 26, 74, 186
Fallout 3 5, 24, 34, 38, 40, 46, 47, 51, 52, 58,
66, 67, 68, 73, 78, 85, 86, 95, 96, 98,
104, 118, 134, 135, 141, 162, 165, 182,
186
Fallout: New Vegas 51, 70, 73, 88, 93, 96,
128, 149, 162, 182, 186
Final Fantasy games 32, 44, 65, 73, 74, 76,
98, 119, 186
first-person shooter 38, 66, 78, 118, 133,
175
From Dust 178, 186
future narrative 1, 2, 3, 48, 49, 75
gamemaster 8, 11, 17, 30, 37, 40, 43, 76, 82,
132, 133, 140, 152, 161, 166
game physics 104
gameplay rationality 124, 125, 126, 129, 152,
156, 157, 158
gamestate 30, 35, 56
game-tree complexity 54
gameworld 9, 15, 16, 18, 23, 24, 25, 26, 30,
34, 35, 38, 40, 41, 43, 45, 46, 47, 52, 53,
55, 70, 77, 80, 82, 83, 84, 87, 90, 92, 93,
97, 104, 111, 117, 118, 122, 123, 124, 125,
126, 127, 128, 131, 132, 133, 135, 136,
137, 138, 139, 141, 142, 148, 149, 152,
157, 163, 166, 176
Grand Theft Auto games 24, 45, 68, 95, 162,
168, 170, 176, 186
Half-Life 42, 129, 160, 175, 186
Heavy Rain 36, 37, 38, 102, 141, 146, 149,
177, 178, 186
Hume, David 150
hypertext 3, 7
Index
immersion 27, 34, 44, 51, 67, 89, 109, 115,
172, 174, 179
InFamous games 68, 78, 84, 87, 91, 95, 97,
126, 131, 161, 165, 175, 186
Jenkins, Henry 99, 100, 103, 105, 108
Just Cause 2 50, 52, 87, 176, 186
karma meter 160, 161, 162, 165
L.A. Noire 20, 21, 24, 26, 44, 67, 172, 186
Left 4 Dead 17, 144, 159, 175, 176, 186
Limbo 173, 186
Little Big Planet 175, 186
loading screen 34, 67
ludology 13
ludus 15, 71, 115, 150
magic circle 18, 149
Mass Effect 34, 37, 38, 40, 59, 126, 146, 147,
149, 161, 165, 184, 186
massive multiplayer online role-playing
game 43
Metal Gear Solid games 32, 107, 108, 140,
150, 164, 186
Minecraft 123, 171, 186
modding 175
Modern Warfare games 33, 34, 41, 58, 120,
136, 144, 187
Morrowind 45, 46, 86, 96, 176, 187
narrative proclivity 5, 9, 41, 47, 58, 65, 71,
80, 85, 87, 93, 96, 98, 100, 111, 160,
168, 171
navigable space 67, 68, 90, 93, 98, 99, 101,
104, 109, 127, 131, 135, 172, 176
node 1, 2, 3, 6, 36, 75, 76, 77, 79, 112, 113,
116, 130, 137, 138, 140, 168
non-game 71
non-player character 20, 24, 25, 26, 29, 38,
39, 40, 41, 43, 44, 45, 46, 47, 52, 58, 61,
66, 81, 83, 84, 85, 86, 88, 90, 91, 92, 93,
94, 95, 96, 105, 106, 107, 108, 109, 118,
119, 126, 132, 133, 135, 142, 147, 149,
150, 156, 157, 160, 161, 162, 165, 166,
167, 172, 176, 179
189
Oblivion 46, 70, 162, 165, 187
open-ended gameplay 72, 73, 74, 84
Pac-Man 56, 57, 69, 81, 187
paidea 15, 71, 115, 148, 155, 179
Papa Sangre 172, 187
Pavic, M. 28, 107
pen-and-paper role-playing game 17, 30, 61
Planescape: Torment 38, 184, 187
platforming game 82, 111, 119, 129, 173, 174,
175
point of convergence 77, 79, 80, 81, 89, 91
Police Quest 88
Pong 158, 172, 178, 185, 187
Prince of Persia 142, 187
Pulp Fiction 75
Queneau, R. 6
quest 26, 39, 44, 47, 51, 52, 56, 58, 68, 70,
72, 73, 74, 79, 81, 82, 83, 84, 85, 86, 87,
88, 89, 90, 91, 92, 93, 94, 110, 111, 116,
134, 135, 165
questlog 110
quick time event 35, 36, 37
rail-shooter 42, 65
Rand, A. 177
real-time strategy game 123, 143
Red Dead Redemption 46, 47, 52, 67, 68, 74,
86, 87, 107, 120, 136, 142, 145, 160, 164,
187
rules
– rule system 15, 20, 24, 25, 56, 71
– semanticization of rules 124
– valorisation rules 53, 56, 57, 58, 68, 72,
148, 151, 152, 155, 163, 164
sandbox game 4, 15, 66, 67, 68, 73, 84, 85,
117, 127, 176
savegame function 141, 142, 144, 147
September 12th 179, 187
sequence breaking 68
Shenmue 35, 37, 187
shoot’em up 65
SimCity 72, 104, 105, 123, 187
Singularity 78, 136, 149, 187
190
Index
Skyrim 28, 35, 38, 46, 47, 70, 73, 80, 88, 96,
97, 107, 126, 131, 176, 178, 182, 187
Sleep is Death 11, 76, 187
space
– game space 4, 5, 45, 50, 61, 62, 63, 65, 67,
74, 101, 102, 104, 105, 108, 124, 132
– material space 26, 32, 43, 63, 65, 66, 67,
101, 102, 109, 110, 111, 150, 175
– navigable space 41, 42, 45, 54, 63, 64, 67
Space Invaders 5, 53, 63, 81, 121, 132, 135,
141, 159, 187
spatial narrative 29, 87, 99, 100, 105
storyworld 2, 3, 4, 5, 15, 23, 24, 25, 26, 27,
28, 29, 30, 31, 33, 34, 41, 46, 47, 50, 51,
55, 57, 58, 69, 70, 74, 75, 76, 79, 80, 81,
82, 83, 85, 86, 100, 101, 105, 106, 107,
109, 127, 128, 132, 134, 135, 137, 138,
139, 148, 149, 154, 156, 161, 166, 167,
168, 172
Tetris 53, 69, 72, 73, 81, 82, 130, 187
The Elder Scolls games
– Morrowind 45, 46, 86, 96, 176, 187
– Oblivion 46, 70, 162, 165, 187
– Skyrim 28, 35, 38, 46, 47, 70, 73, 80,
88, 96, 97, 107, 126, 131, 176, 178,
182, 187
The House of Dead 65, 120
The Sims 179, 187
tmesis 33, 42
walkthrough 21, 50, 51, 52, 88, 98
Watchmen – The End is Nigh 31