The relationship between games and story remains a divisive question among game fans, designers, and scholars alike. At a recent academic Games Studies conference, for example, a blood feud threatened to erupt between the self-proclaimed Ludologists, who wanted to see the focus shift onto the mechanics of game play, and the Narratologists, who were interested in studying games alongside other storytelling media.(1) Consider some recent statements made on this issue: "Interactivity is almost the opposite of narrative; narrative flows under the direction of the author, while interactivity depends on the player for motive power" --Ernest Adams (2) "There is a direct, immediate conflict between the demands of a story and the demands of a game. Divergence from a story's path is likely to make for a less satisfying story; restricting a player's freedom of action is likely to make for a less satisfying game." --Greg Costikyan (3) "Computer games are not narratives....Rather the narrative tends to be isolated from or even work against the computer-game-ness of the game." --Jesper Juul (4) "Outside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don't expect you to drop it and wait until it starts telling stories." --Markku Eskelinen (5) I find myself responding to this perspective with mixed feelings. On the one hand, I understand what these writers are arguing against - various attempts to map traditional narrative structures ("hypertext," "Interactive Cinema," "nonlinear narrative") onto games at the expense of an attention to their specificity as an emerging mode of entertainment. You say narrative to the average gamer and what they are apt to imagine is something on the order of a choose-your-own adventure book, a form noted for its lifelessness and mechanical exposition rather than enthralling entertainment, thematic
The relationship between games and story remains a divisive question among game fans, designers, and scholars alike. At a recent academic Games Studies conference, for example, a blood feud threatened to erupt between the self-proclaimed Ludologists, who wanted to see the focus shift onto the mechanics of game play, and the Narratologists, who were interested in studying games alongside other storytelling media.(1) Consider some recent statements made on this issue: "Interactivity is almost the opposite of narrative; narrative flows under the direction of the author, while interactivity depends on the player for motive power" --Ernest Adams (2) "There is a direct, immediate conflict between the demands of a story and the demands of a game. Divergence from a story's path is likely to make for a less satisfying story; restricting a player's freedom of action is likely to make for a less satisfying game." --Greg Costikyan (3) "Computer games are not narratives....Rather the narrative tends to be isolated from or even work against the computer-game-ness of the game." --Jesper Juul (4) "Outside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don't expect you to drop it and wait until it starts telling stories." --Markku Eskelinen (5) I find myself responding to this perspective with mixed feelings. On the one hand, I understand what these writers are arguing against - various attempts to map traditional narrative structures ("hypertext," "Interactive Cinema," "nonlinear narrative") onto games at the expense of an attention to their specificity as an emerging mode of entertainment. You say narrative to the average gamer and what they are apt to imagine is something on the order of a choose-your-own adventure book, a form noted for its lifelessness and mechanical exposition rather than enthralling entertainment, thematic