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What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð...

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What Games Are Games are pre-historical Animals did not wait for humans Cross-species Aesthetics Many game definitions...here’s mine: Games are facilitators that structure player behavior, and whose main purpose is enjoyment.
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Page 1: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

What Games Are

• Games are pre-historical

• Animals did not wait forhumans

• Cross-species Aesthetics

• Many game

definitions...here’s mine:

– Games are facilitators that

structure player behavior,

and whose main purpose is

enjoyment.

Page 2: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Games aremanydifferentthings-we should nottreat them asone medium

Page 3: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Are all games stories?• If so, what is the story in Tetris?

• What is a story?– A series of events (based on things,

characters, places)

– arranged (retold) in a sequence by some-

one for someone) as a chain of signs

• Games can be used to tell

stories only by limiting the

gameplay and/or the

gameworld

• But what kind of stories?

Page 4: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

How is game meaning produced?

• The two levels (Aarseth 1997:40):– code level and expression level, or;

– dynamic model vs semiotic form

• Same mechanics, different semiotics:

Page 5: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Tamagotchi: Deep Emotions at Play

• Tamagotchi's Name? GABBY Age? 11 Gender? GIRL

• I AM SO SORRY FOR WHAT I DONE. I AM NOT FEELING GOOD BECAUSE I CRYED TO MUCH

BECAUSE YOU DIED. I AM SO MAD AT MY SELF. I WENT TO SCHOOL THINKING YOU WERE PAUSED

AT HOME BUT YOU WEREN'T. [...]. I WILL ALWAYS RERMEBER YOU AND RERMEBER THE TIME

WHEN I HAD YOUR SOUND OFF AND I STILL HEARD YOU IT WAS SCARY BUT I FELT SO CLOSE TO

YOU. HAVE A GREAT TIME IN TAMA HEAVEN AND RERMEBER I WILL ALWAYS RERMEBER YOU IN A

DIFFERENT WAY FROM EVERYONE ESLE THAT I LOVE CLOSE...

• But Tamagotchi is not a story, it is a simulation

• Simulation: a dynamic model, with many possible outcomes

• Story (top-down) and Simulation (bottom up) are opposites

Page 6: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Games vs Storytelling

Can games tell stories?

If so, what kind of stories?

Or are games merely similar to

stories, just like life itself?

Will games and stories merge, or are

they two independent forms?Case in point: MYST (1993)

by Rand and Robyn Miller

Page 7: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Conceptual problems - what is a narrative?

• Several isolated approaches: technical/utopian (“Hamlet on theHolodeck”), critical/theoretical, and pragmatic/industrial

• Three different senses of “narrative:” (from Juul ‘05)

1. Story as a structured sequence of events (film, novel)

2. Story as a topographical setting (e.g. a painting, labyrinth, building)

3. Story as the way we see the world (pan-narrativism)

• The “games-are-stories” position often confuses two levels:

– the content level: events and existents, found in games, stories (and paintings

etc) and in the real world: Setting, Characters, Actions

– the structural level: narrative is different from simulation is different from reality

(and from dreams, religious truths, mirror images, etc)

Page 8: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

The Elevator Test

• If your definition of “story” includes

elevators (and meals, shopping etc.),

• Then it is probably too broad.

Page 9: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Counter-evidence?

• Many games with “narrative” content: Half-Life, Max

Payne, Harry Potter, Lord of the Rings, etc etc.

• Recipe: take a well-known IP ...eh, story

• Choose a well-known game structure (fps, rts, adventure)

• Create game levels, sprinkle video clips

• Hey, presto: you have a (not very original) game!

Page 10: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

The (Theory) Solution: Quest games

• Ragnhild Tronstad (2001-via Austin):

– stories are constative/after-the-fact, games(quests) are performative

– quests become stories after they are solved,hence the misunderstanding

• Story-games are really quest-games

• Proof: there are no other forms of “narrative”games (e.g. Anna Karenina, GhostWorld)

• Games don’t tell non-quest stories well: they lack

Artificial Intelligence. (intelligent responses from

characters to “creative” player input)

• – solve AI, then we’ll talk

Thief III (2004)

Page 11: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Quest games:

• Two definitions:

A game with a concrete and

attainable goal, which supercedes

performance or the accumulation of

points. Such goals can be nested

(hierarchic), concurrent, or serial, or

a combination of the above.

A game where

you have to move

A ! B

Page 12: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

The unicursal labyrinth: Half-Life 2

Page 13: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

The quest-game world structure

Landscape/level design (topology) is the other side of the quest-coin:

Serial quests have a “corridor landscape” (Half-life, Halo)

Q

QQ Q

Q

Q

Q

Q Q Q

Q Q Q

Q

Q Q Q

Nested quests have a semi-open

(hub-shaped) landscape:

(KOTOR)

Concurrent quests have an open

landscape (Morrowind, EverQuest)

Unicursal

corridor: Q Q Q Q

Page 14: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Story-telling vs Franchising

What is the function of stories in games?

What story elements can be translated?

And who is this guy??? !

Page 15: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

PSP Launch title

Graphic novel

Action Figure

Movie

T-shirts, Hats,

Belt Buckles,

Jewelry

Anime

Already making money pre-launch

– Death Jr

Page 16: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

How to make games from films

• What do producers look for in a film-to-game

adaptation?

– “Iconic” characters

– Interesting universe

– “High concept” " gameplay mechanic

• Story/script aspects are secondary and often

gets low priority

• Only certain types of films need apply

• E.g. Ghostworld: great graphic novel,

great film, but ...game??

• Still very hard to succeed

Page 17: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Interestingfailures

• Many examples (ET?)

• Enter The Matrix

• Made money, but...

• –Most returned game ever

• To protect their property/brand, WB afterwards considered

punishing poor-performing game developers by increasing

their royalty for the game licenses that get poor reviews

• Enter The Matrix co-produced with Matrix films

• Tried to expand the universe of the movies

Page 18: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Pirates of the Caribbean (Disneyland 1973)

Page 19: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Crossmedia storytelling?

• If so, why doesn’t the story translate?

• “the 128 pages of the first comic series get

told in four minutes of cut-scenes in the

game, and the 16+ hours of action in the

game get condensed to 2 pages in the

comic!” – Chris Charla, Death, Jr. game producer

Page 20: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Universe, Not Story

• John Cawelti (1976): Two layers of (popular) fiction:

1. Cultural conventions: setting, background,

character types (examples: The Warcraft universe, The

Wild West, Medieval China)

2. Underlying structure: a series of events: (Girl meets boy,

girl meets parents, boy meets ex-boyfriend, etc)

• Characters + Universe ! Storytelling, but

prerequisites to it (and to things like games and T-shirts)

Page 21: What Games Are · The (Theory) Solution: Quest games ¥ Ragnhild Tronstad (2001-via Austin): Ð stories are constative/after-the-fact , games (quests) are performative Ð quests become

Conclusions

• It’s all about the money and the “property”

• Branding, Pre-awareness, Risk-aversion

• Storytelling is less important than

Character- and World-building (= IP), and

much harder to transfer

• Quest-games are the most storylike


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