Narrative Interactivity Play and Games
Narrative Interactivity Play and Games
Narrative Interactivity Play and Games
Games
Eric Zimmerman
2004-07-07
Discipline?
Yes, discipline. On one level, this essay is about identifying a desperate need
for discipline and the delivery of that discipline to its well-deserved targets. A
kind of disciplinary spanking, if you will.
On another level, this essay is about games and stories. Undoubtedly, there is
a tremendous amount of interest in the intersection of games and stories these
days. Academic journals, conferences, and courses about computer-based
storytelling, digital interactivity, and gaming culture have flourished like a
species of virulent weed in the manicured garden of the university. On the
commercial end of things, game developers increasingly rely on filmic story
techniques in the design of their products, turning present-day computer and
video games into a kind of mutant cinema. Meanwhile, shelves of books like
this one are being written and published, tossed out like stepping stones into
the emerging terrain where design, technology, art, entertainment, and
academia meet.
Looking Closer
Compared to the more robust fields that cluster about the theory and practice
of other media, it's clear that the "game-story" as a form remains largely
unexplored. Terms and concepts run amuck like naughty schoolchildren. And a
more disciplined look would indeed seem to be in order. But what would it
mean to take a closer look at games and stories?
Does it mean figuring out how to make games more like stories? Or how to
make stories more gamelike? Does it mean documenting and typologizing new
forms of game/story culture? Integrating games into learning? Mapping
relationships between digital media and other media? Inventing programming
strategies for storytelling? Understanding the ways that digital media operate
in culture at large? There are as many approaches to the question of "games
and stories" as there are designers, artists, technologists, and academics
asking the questions.
The truth, of course, is that there are no right or wrong approaches. It all
depends on the field in which a particular inquiry is operating and exactly what
the inquiry itself is trying to accomplish. However, there is common ground.
What everyone investigating the "game-story" would share are in fact those
two strange terms: "games" and "stories."
Concepts and terms do seem to be at the heart of the matter. This essay
tackles the terminological knot of the "game-story" by prying apart and
recombining the two concepts into four: narrative, interactivity, play, and
games. Each concept is considered in relationship to each other as well as to
the larger question of "games and stories." My goal is to frame these concepts
in ways that bring insight to their interrelations, with the larger aim of
providing critical tools for others who are attempting to create or study the
conundrum of the game-story.
Play. Games. Narrative. Interactivity. What a motley bunch. Honestly, have you
ever seen such a suspicious set of slippery and ambiguous, overused, and ill-
defined terms? Indeed, they are all four in need of some discipline, just to
make them sit still and behave. Before I roll up my sleeves and get to work on
them, however, allow me to lay some of my cards on the table, in the form of a
series of disclaimers.
For each of the four key terms, I do present a "definition." The value of a
definition in this essay is not its scientific accuracy but instead its conceptual
utility. I give definitions not in order to explain phenomena, but in order to
understand them.
Narrative
First term: narrative. I'm going to begin with this close cousin to the "stories"
of the "games and stories" equation. My strategy of discipline for the term
narrative is to present a broad and expansive understanding of the concept, to
think beyond the normal limits of what we might consider narrative, to help
uncover the common turf of stories and games.
The Definition
1. A narrative has an initial state, a change in that state, and insight brought
about by that change. You might call this process the "events" of a narrative.
It's quite a general definition. Let's see what might be considered narrative
according to these three criteria. A book is certainly a narrative by this
definition, whether it is a straightforward linear novel or a choose-your-own-
adventure interactive book, in which each page ends with a choice that can
bring the reader to different sections of the book. Both kinds of books contain
events which are represented through text and through the patterned
experience of the book and its language.
Many other kinds of things fall into the wide net Miller casts as well -- some of
them activities or objects we wouldn't normally think of as narrative. A
marriage ceremony. A meal. A conversation. The cleverness of Miller's
definition is that it is in fact so inclusive, while still rigorously defining exactly
what a narrative is.
What am I after? If I'm intersecting games and stories to create something new
out of the synthesis of both, my aim with the concept of narrative should not be
to replicate existing narrative forms but to invent new ones. The commercial
game industry is suffering from a peculiar case of cinema envy at the moment,
trying to recreate the pleasures of another media. What would a game-story be
like that wouldn't be so beholden to preexisting linear media? Good question.
But I'm getting ahead of myself. We're still two full terms away from games.
Next victim: interactivity.
Interactivity
Interactivity is one of those words which can mean everything and nothing at
once. So in corralling this naughty concept, my aim is to try to understand it in
its most general sense, but also to identify those very particular aspects of
interactivity which are relevant to "games and stories."
The Definition
If what we're after is relationships between our terms, it's important to find the
terrain of overlap between narrative and interactivity. But we don't want the
two terms to be identical. It seems important to be able to say that some
narratives are interactive and some are not -- or rather, that perhaps all
narratives can be interactive, but they can be interactive in different ways.
So, what we normally think of as "interactive," what separates the book from
the choose-your-own-adventure, is category number three: explicit
interactivity. As we hone in on our four terms, note that we've made enough
progress to already identify those phenomena we might call "interactive
narratives." The newspaper as a whole is not explicitly interactive, but the
letters-to-the-editor section is. Are games interactive narratives in this sense?
Absolutely. The choices and decisions that game players make certainly
constitute very explicit interactivity. We're getting closer to games. But
first: play.
Play
Perhaps more than any other one of the four concepts, play is used in so many
contexts and in so many different ways that it's going to be a real struggle to
make it play nice with our other terms. We play games. We play with toys. We
play musical instruments and we play the radio. We can make a play on words,
be playful during sex, or simply be in a playful state of mind.
A quick structural note -- the latter categories contain the earlier ones. Game
play (1) is a particular kind of ludic activity (2) and ludic activities (2) are a
particular way of being playful (3). But what overarching definition could we
possibly give to the word "play" that would address all of these uses?
The Definition
How about:
Play is the free space of movement within a more rigid structure. Play exists
both because of and also despite the more rigid structures of a system.
That sounds quite abstract and obtuse for a fun-loving word like "play," doesn't
it? But it is actually quite handy. This definition of play is about relationships
between the elements of a system. Think about the use of the word "play"
when we talk about the "free play" of a steering wheel. The free play is the
amount of movement that the steering wheel can turn before it begins to affect
the tires of the car. The play itself exists only because of the more utilitarian
structures of the driving-system: the drive shaft, axles, wheels, etc.
But even though the play only occurs because of these structures, the play is
also exactly that thing that exists despite the system, the free movement within
it, in the interstitial spaces between and among its components. Play exists in
opposition to the structures it inhabits, at odds with the utilitarian functioning
of the system. Yet play is at the same time an expression of a system, and
intrinsically a part of it.
This definition of play does in fact cover all three kinds that we mentioned
previously. Playing Chutes and Ladders occurs only because of the rigid rules
of the game -- but the gameplay itself is a kind of dance of fate which occurs
somewhere among the dice, pieces, board, and game players. Playing a
musical instrument means manipulating within the free space of audio
possibilities that the structure of the instrument was designed to engender.
Being playful in a conversation means playing in and among the linguistic and
social structures that constitute the conversational context. Play can manifest
in a dizzying variety of forms, from intellectual and physical play to semiotic
and cultural play.
And the real trick is that the designed structure can guide and engender play,
but never completely script it in advance. If the interaction is completely
predetermined, there's no room for play in the system. The author of a choose-
your-own-adventure creates the structure that the reader inhabits, but the play
emerges out of that system as the reader navigates through it. Even if the
reader breaks the structure by cheating and skipping ahead, that is merely
another form of play within the designed system.
Games
We have arrived at our fourth and final term: games. With this concept, we
have a new kind of naughtiness. Play, interactivity, and narrative threatened us
with overinclusion. "Games," on the other hand, needs some discipline because
it's difficult to understand exactly and precisely what a game is. My approach
with this concept is to define it as narrowly as possible so that we can
understand what separates the play of games from other kinds of ludic
activities. We are, after all, looking at games and stories, not play and stories.
The Definition
The fact that games are a formal kind of play was referenced before. But how
exactly is that formality manifest? Here is a definition that separates games
from other forms of play:
It is a bit dense. Here are the primary elements of the definition, teased out for
your perusal:
Voluntary
If you're forced against your will to play a game, you're not really playing.
Games are voluntary activities.
Behavior-Constraining Rules
All games have rules. These rules provide the structure out of which the play
emerges. It's also important to realize that rules are essentially restrictive and
limit what the player can do.
Artificiality
Games maintain a boundary from so-called "real life" in both time and space.
Although games obviously do occur within the real world, artificiality is one of
their defining features. Consider, for example, the formal limits of time and
space that are necessary to define even a casual game of street hoops.
Conflict
All games embody a contest of powers. It might be a conflict between two
players as in chess; it might be a contest between several teams, as in a track
meet; a game might be a conflict between a single player and the forces of luck
and skill embodied in solitaire; or even a group of players competing together
against the clock on a game show.
Quantifiable Outcome
The conflict of a game has an end result, and this is the quantifiable outcome.
At the conclusion of a game, the participants either won or lost (they might all
win or lose together) or they received a numerical score, as in a videogame.
This idea of a quantifiable outcome is what often distinguishes a bona fide
game from other less formal play activities.
Rules might not seem like much fun. But once players set the system of a game
into motion, play emerges. And play is the opposite of rules. Rules are fixed,
rigid, closed, and unambiguous. Play, on the other hand, is uncertain, creative,
improvisational, and open-ended. The strange coupling of rules and play is one
of the fascinating paradoxes of games.
Interactivity: Games are interactive too. They generally embody all four modes
of interactivity outlined in this essay, but they are particularly good examples
of the third kind: explicit interactivity.
Play: Games are among the many and diverse forms of play. The formal quality
of games distinguishes them from other ludic play-activities.
So. We've disciplined our four naughty terms until they've finally behaved and
we've come full circle, back to the original question of games and stories. This
essay began by observing a general dissatisfaction with the current state of
game-story theory and practice. Perhaps it can end with some suggestions for
future work.
So one relevant question to ask is: How can games represent narrative
meaning? Or rather: How can games signify? Remember, it's not a question of
whether or not games are narrative, but instead how they are narrative. And if
my agenda with this investigation of the "game-story" is to inculcate genuinely
new forms of experience, then we need to ask not just how games can be
narrative systems, but we need to ask how games can be narrative systems in
ways that other media cannot.
It's clear that games can signify in ways that other narrative forms have
already established: through sound and image, material and text,
representations of movement and space. But perhaps there are ways that only
games can signify, drawing on their unique status as explicitly interactive
narrative systems of formal play.
This much we know: one way of framing games is to frame them as game-
stories. So let's take a well-known example -- the arcade game Ms. Pac-
Man (figure 13.1) -- and look closely at the diverse ways that it signifies
narrative.
First observation: there are many story elements to Ms. Pac-Man that are not
directly related to the gameplay. For instance, the large-scale characters on
the physical arcade game cabinet establish a graphical story about the chase
between Ms. Pac-Man and the ghosts. There are also brief noninteractive
animations inside the game, which appear between every few levels. These
simple cartoons chronicle events in the life of Ms. Pac-Man: meeting her beau
Pac-Man, outwitting the ever-pursuing ghosts, etc.
But while these story-components are important parts of the larger Ms. Pac-
Manexperience, they are not at the heart of what distinguishes Ms. Pac-Man as
a game -story. The arcade cabinet graphics and linear cartoon animations sit
adjacent to the actual gameplay itself, where a different kind of narrative
awaits. As the player participates with the system, playing the game, exploring
its rule-structures, finding the patterns of free play that will let the game
continue, a narrative unfolds in real time.
What kind of story is it? It's a narrative about life and death, about
consumption and power. It's a narrative about strategic pursuit through a
constrained space, about dramatic reversals of fortune where the hunter
becomes the hunted. It's a narrative about relationships, in which every
character on the screen, every munchable dot and empty corridor, are
meaningful parts of a larger system. It's a narrative that always has the same
elements, yet unfolds differently each time it is experienced. And it's also a
kind of journey, where the player and protagonist are mapped onto each other
in complicated and subtle ways. This is a narrative in which procedures,
relationships, and complex systems dynamically signify. It is the kind of
narrative that only a game could tell.
But at the center of this expansive game experience is the game of Ms. Pac-
Man -- that artificial conflict with a quantifiable outcome. The gameplay of Ms.
Pac-Man is in some sense the kernel at the center of the machine, the engine
that drives all of the other elements, putting the game in the game-story.
There are already many wonderful examples of this kind of thinking. The
children's board game Up the River by Ravensburger uses a modular game
board to procedurally recreate the rhythmic flow of a stream. And The Sims, a
computer game mentioned often in this volume, is a game-story too. Instead of
presenting a prescripted narrative like most digital "interactive
narratives," The Sims functions as a kind of story-machine, generating
unexpected narrative events out of complex and playful simulation.
But much more needs to be done. Any observation made about games, play,
narrative, and interactivity could be used as the starting point for a new kind
of game-story. Here are some examples that cannibalize statements I made
earlier in this essay:
Mischief is a form of play. What would a game be like that encouraged players
to break the existing rules in order to form new ones?
Games are about conflict. OK, so we're drowning in fighting games. What
about a game that told a story of the feints, bluffing, trickery, and intimidation
of a good argument?
Yes, these are difficult kinds of challenges. But if we're going to move through
our collective dissatisfaction with the current state of the game-story, it's time
to rethink the terms of the debate and arrive at new ways of understanding
game-stories, and new strategies for creating them. This essay attempted to
re-present some of those terms. In this painfully brief space, I have been able
to do no more than gesture towards some of these new avenues. There are
many more concepts in need of discipline. And the rest is up to you.
Responses
Notes
Many of the ideas in this essay were generated in collaboration with Frank
Lantz, with whom I have taught Game Design and Interactive Narrative Design
for many years. Many ideas also stem from my collaborations with Katie Salen,
with whom I am currently co-authoring a Game Design textbook for MIT Press.
References
Avedon, Elliott, and Brian Sutton-Smith (1971). The Study of Games. New
York: John Wiley & Sons.
Callois, Roger (1961). Man, Play, and Games. New York: Free Press.
Huizinga, Johannes (1955). Homo Ludens: A Study of the Play Element in
Culture. Boston: Beacon Press.
Miller, J. Hillis (1995). "Narrative." In Critical Terms for Literary Study, edited
by Thomas McLaughlin and Frank Lentriccia. Chicago: University of Chicago
Press.
Suit, Bernard (1990). Grasshopper: Games, Life, and Utopia. Boston: David R.
Godine.