Introduction: Ludology
1
and Narratology
It is relatively stress-free to write about computer games, as nothing too much has been said yet, and almost anything goes. The situation is pretty much the same in what comes to writing about games and gaming in general. The sad fact, with alarming cumulative consequences, is that they are under-theorized; there are Huizinga (1950), Caillois (1979), Ehrmann (1969), and Sutton-Smith (1997, Avedon and Sutton-Smith 1971) of course, and libraries full of board-game studies, in addition to game theory and bits and pieces of philosophy -- most notably Wittgenstein's -- but they won't get us very far with computer games. So if there already is or soon will be a legitimate field for computer game studies, this field is also very open to intrusions and colonisations from the already organized scholarly tribes. Resisting and beating them is the goal of our first survival game in this paper, as what these emerging studies need is independence, or at least relative independence.
It should be self-evident that we can't apply print narratology,
hypertext theory, film or theater and drama studies directly to computer
games, but it isn't. Therefore the majority of the random notes and
power-ups that follow will be spent modifying the presuppositions firmly
based on the academic denial of helplessness. Obviously I need a
strategy, and fortunately I have one: to use the theories of those
would-be-colonizers against themselves. For example, as we shall soon
see, if you actually know your narrative theory
2
(instead of resorting to outdated notions of Aristotle, Propp,
or Victorian novels) you won't argue that games are (interactive or
procedural) narratives or anything even remotely similar. Luckily,
outside theory, people are usually excellent at distinguishing between
narrative situations and gaming situations: if I throw a ball at you, I
don't expect you to drop it and wait until it starts telling stories.
It's good we don't have to start from scratch, as there have been attempts to locate, describe, and analyze the basic components and aspects of the gaming situation, which are essentially different from the basic constituents of narrative and dramatic situations. I'm thinking here of Chris Crawford's early classic The Art of Computer Game Design (1982) (and its comparison of games and computer games in particular), Gonzalo Frasca's (Frasca 1998, 2001) and Jesper Juul's (Juul 1999, 2000) papers and theses on ludology, and most of all Espen Aarseth's articles on computer games and cybertext theory (Aarseth 1994, 1997, 1998a, 1998b, 2001a, 2001b).
To begin, I'd like to demonstrate or test a safe and painless passage from narratives to games by trying to "exhaust" classic narratology (Chatman 1978, 1990; Genette 1980, 1988; Prince 1982, 1987; Bordwell 1984). Most naïve comparisons between narratives and games usually result from too narrow, broad or feeble definitions of the former: usually it comes down to discovering "plots" and "characters" in both modes -- games and narratives. However, we should know that's not good enough, as we can find those events and existents in drama as well, which is clearly its own mode. The minimal definition of narrative derived from Gerald Prince and Gérard Genette states basically that there must be two things or components to constitute a narrative: a temporal sequence of events (a plot, if you want to water down the concept) and a narrative situation (with both narrators and narratees for starters). I think we can safely say we can't find narrative situations within games. (Or if we sometimes do, most probably in Myst or The Last Express, the narrative components are then at the service of an ergodic dominant).
In short: a story, a backstory or a plot is not enough. A
sequence of events enacted constitutes a drama, a sequence of events
taking place a performance, a sequence of events recounted a narrative,
and perhaps a sequence of events produced by manipulating equipment and
following formal rules constitutes a game. This is really very trivial
but crucial; there are series and sequences of events that do not become
or form stories (in
Tetris, for example). The reason for this is equally simple.
3
In games, the dominant temporal relation is the one between user
time and event time and not the narrative one between story time and
discourse time.
Regarding the fallacy of recognizing similar characters or
existents in games, drama, and narratives, the situation is similar. In
computer games you can operate your character, if there is one in the
first place,
4
perhaps also discuss with other characters or voices; and the
characters can be dynamic and developing (not only in an interpretative
sense), such as by changing themselves with level points and power-ups.
Such "characters" are entirely functional and combinatorial (a means to
an end); instead of any intrinsic values, they have only use and
exchange values to them. These entities are definitely not acting or
behaving like traditional narrators, characters, directors, and actors,
their supposed counterparts in literature, film, and the stage.
To summarize: different existents, different event structures,
and different situations. On the other hand, narratology is not
completely useless, if its key concepts and distinctions are not taken
for granted but traced back to their roots. In the following pages that
is exactly what we try to do.
5
The elementary categories of classic narratology are transformed
into an open series of ludological components, if for no any other
reason than to further specify the features inherent to games.
Before going into the finer points of ludology, the more or less
peaceful coexistence of local traditions and global technologies should
also be acknowledged. There's no guarantee whatsoever that the aesthetic
traditions of the West are relevant to game studies in general and
computer game studies in particular. It's tempting to assume that one
reason for the never-ending series of unsuccessful game definitions and
disciplines is the need or urge to make clear-cut distinctions and
compartmentalize aesthetics. To take an obvious counterexample:
according to the
Natyasastra
every art contains parts of other arts.
6
It would be almost equally sensible to speculate on Japanese
aesthetics (after Keene 1995) and claim that a tradition that emphasizes
the values of perishability, suggestion, irregularity, incompleteness,
and simplicity, is perhaps better suited to approach computer games than
its Western counterpart.
7
The Gaming Situation
8
According to David Parlett, formal games are systems of ends and means (Parlett 1999, 3). The latter part consists of specific procedural rules of how to manipulate the equipment (pieces or tokens or whatever). In computer games there are events and existents, the relations and properties of which the player has to manipulate or configure in order to progress in the game or just to be able to continue it. Events, existents, and the relations between them can be described at least in spatial, temporal, causal, and functional terms. It's equally self-evident that the importance of these dimensions varies from game to game and sometimes also within the phases and levels of an individual game.
A quick look at Espen Aarseth's typology of cybertexts (Aarseth 1997, 62-65) should make us see that the dominant user function in literature, theater and film is interpretative, but in games it is the configurative one. To generalize: in art we might have to configure in order to be able to interpret, whereas in games we have to interpret in order to be able to configure, and proceed from the beginning to the winning or some other situation. Consequently, gaming is seen here as configurative practice, and the gaming situation as a combination of ends, means, rules, equipment, and manipulative action.
Jacques Ehrmann understood games as economy, articulation, and communication, and the player as both the subject and the object of the game (Ehrmann 1969, 55-57). The levels of articulation as specified by Warren Motte -- the relations of player-to-game, player-to-player and game-to-world (Motte 1995, 25) -- give important clues concerning the elementary differences between games and narratives. To take only one example: in multiplayer games the positions of players constantly affect each other. Such an arrangement would be very unusual but not impossible to execute in narrative fiction. The way I read The Idiot (Dostoyevsky 1955) would then change other people's Idiots, or their readers' possibilities when reading them, and vice versa. That wouldn't make much sense, but in games such a practice has always already been in existence, and the current massive multiplayer games may very well be the most important change in audience structure since the invention of the choir, as Espen Aarseth (2001b) recently suggested.
Accordingly, we can distinguish the static user positions of
literature, film, and average drama from the dynamic ones of games and
certain installations and performances. We should also mention mobile
positions in the wake of mobile gaming and games such as the recent
Nokia Game
9
that contacts the player through multiple channels (text
messages, television, the web etc.) and demands action.
As we already stated, games have other than mere interpretative
goals. These goals can be reached by traversing, negotiating, or
otherwise overcoming a series of obstacles and gaps. When studying
narratives as systems of gaps, Meir Sternberg (1978) made three
heuristic distinctions: gaps are either permanent or temporary, focused
or diffused, and either flaunted or suppressed.
10
I think computer games can also be described that way, with the
all-important exception that these gaps are not static and
interpretative but ergodic (Aarseth 1997, 1) and dynamic: they need
action to be encountered, closed, and dealt with. Aarseth's four user
functions (interpretative, explorative, configurative, and textonic
(Aarseth 1997, 60-62)) are useful in specifying what kind of action is
required from the player. In practical terms this means options such as
finding paths, completing prefabricated relations, or adding new game
elements for the other players to struggle with. The resulting typology
of 32 possibilities could then be used to map out both qualitative and
quantitative differences in the information given to the player in
different stages and phases and levels of the game.
Focalization is one of the key elements of the narrative
situation in classic narratology. In its most abstract sense, it's a
channel for narrative information and is ultimately based on the
assumption of the uneven distribution of knowledge. Focalization is
accompanied by the category of distance that regulates the amount (too
much or too little) of information distributed through the channel, or
two channels (audio and visual), as in film. This is exactly the level
where I would like to draw a few parallels between this
ludology-in-progress and narratology. One could argue that information
is distributed and regulated very differently in games than in
narratives, as in the former it's also invested in formal rules. In some
cases the knowledge of these rules is all that's needed to succeed in
the game (in
Tetris
for example). It's important to understand that rules are not
conventions. One can by all means change between conventions while
reading a narrative, but one cannot change the rules of the game while
playing.
11
The situation is more complex however, since it is common that
the player has all the information needed but lacks skills.
In Genette's (1980, 215) narratology there are three main categories -- narrative level, person, and time of the narrating -- that specify the narrator's position or the coordinates of narrative acts. Parallels are pretty obvious, or at least easy to draw, as it would be only sensible to note the arrangement of levels in a game, and whether or not the player is represented by a character in a game as well as the player's possibilities to time her action.
Aspects of Time in Computer Games
According to the famous statement of Christian Metz, "one of the functions of narrative is to invent one time scheme in terms of another time scheme" (Metz 1974, 18). Contrary to this, in games there's only one necessary time scheme, the one already noted: the movement from the beginning to the winning or some other situation. In cases where another time scheme is invented, it is not as important as the first one.
Still, we could split this progression into two interplaying
registers and argue that the dominant temporal relation in (computer)
games is the one between user time (the actions of the player) and event
time (the happenings of the game), whereas in narratives it is situated
between story time (the time of the events told) and discourse time (the
time of the telling). The key concept here is the dominant.
12
As we all know, narratives such as Stuart Moulthrop's
Hegirascope
(1995) and
Reagan Library
(1999)
13
can utilize both user and event times for narrative purposes,
and games like
The Last Express
14
can use story and discourse times for gaming purposes (see
sidebar
). Despite these possible hybrids, the underlying restriction
remains the same: there's no narrative without story and discourse times
and no game without user and event times - everything else is optional.
In the course of a game the player encounters temporal phenomena or events with different durations, speeds, orders, and frequencies -- and some of these must be manipulated or configured to move from the beginning to the winning or some other situation. Even though game time doesn't have much in common with narrative time, this does not prevent us from observing similar temporal categories in both modes, as order, repetition or speed are not narrative or gamelike in themselves.
In formal narratology,
15
events are divided into actions and happenings based on their
agency, and into kernels and satellites based on their relative
importance. There's also a difference between punctual acts and more
durational actions (Chatman 1978, 32-56). Events can, of course, be more
or less separate or connected, and we can borrow the three elementary
possibilities of combination from Claude Bremond: embedding, enchaining,
and joining (Bremond 1980). In our case, games can be differentiated
from each other on the basis of which events can or cannot be
manipulated, which parts and dimensions of events can be manipulated,
and for how long and how deeply. An almost ready-made set of temporal
relations can be derived from print and film narratologies -- this act
gives us six categories to study: order, speed, duration, frequency,
simultaneity, and the time of action. It's very probable there exist
other noteworthy temporal relations, but I'll begin with these.
16
Let me note in passing that the manipulation or completion of multiple relations takes place in time -- a kind of general economy of games -- but here we are dealing only with the restricted economy of manipulating temporal relations. The importance of mutable temporalities varies from game-to-game, and there are games that are more dependent on other kinds of variables. For example, turn-based strategy games such as Civilization seem to favor causal relations over temporal ones to create event structures that have remarkable similarities to complex board games. We are talking here about quantitative differences: at one extreme there are multiple and highly interdependent chains of events with a complex tactical and strategic calculus, and at the other end looser chains of completed action episodes or stimulus-response cycles with no or minimal cumulative consequences. Taking into account the demands of gameplay (a well-balanced combination of tempo and cognitive tasks) it makes sense that the former games utilize intransient time and the latter transient time.
Order. In computer games this is the relation between user events and system events, or the actions of the player and their interaction with the event structure (happenings) of the game. In some cases there's only one sequence of events, and the player has to act accordingly, in the sense of keeping up with it for as long as is humanly possible. Tetris (like many of its arcade relatives) best exemplifies this type of game. In other cases, commonly in exploration games such as Doom, order is a tripartite combination of events, negotiation, and progression (Aarseth 1997, 97-128); in these cases the player must find and test possible event sequences until the right one is found and the game can continue. So you either follow the order or spend your time finding it. In cases where the player cannot affect the order of events there is still the difference between variable and invariable sequences of events. In Tetris, where those objects just keep falling, the player can't know in what exact order they'll follow each other. This is also one of the simplest ways to limit or prevent anticipation.
Frequency. This factor concerns the repetitive capacities of the game. Basically, both events and actions (or to be precise, the player's chances for taking action) may happen only once or an unlimited number of times. There may also be a limit to these recurrences, a kind of a middle ground between those two extremes. In some computer games, especially in role-playing games such as Ultima Online, at least some actions are irreversible and one cannot go back to a previous situation and undo the changes. In other kinds of games, the player can by all means keep banging his head against the wall until a break occurs somewhere. Sometimes it is even advisable. We could also describe recurring events in terms of their determination (the span of time in which an event or set of events recurs), specification (the rhythm of recurrence of the event or set of events), and extension (the duration of the recurring event or set of events) (Genette 1980, 127-140).
Speed. This aspect concerns pace. As we know, one of the great gifts computers brought to gaming is their superb ability to keep pace. To once again borrow a concept or two from Espen Aarseth, we can say that the main difference here is between transient and intransient games. In the former, the computer controls the pace and in the latter the player controls the pace. On the other hand, this concerns only the agent of speed. There are at least two other relevant dimensions of speed: its steadiness (for some reason the obvious alternative to this is almost always acceleration, not deceleration), and its importance as a goal in itself (as in some sports games).
Duration. This variable contains at least three aspects. First, Richard Schechner distinguishes between event time and set time (Schechner 1988, 6-7). In the former case, the game is over after all the events are properly traversed, and in the latter there's a temporal limit to all this and the winner is the one who's in the better position when the set time is up. Second, temporal limitations can either affect the whole game in its entirety, or only some parts of it that should be traversed within the set time. The Last Express is an intriguing combination of these possibilities. In games such as Doom the players should usually try to reduce the time span or duration allotted to any odd monster. If such an entity is allowed to live life to its full extent, the game is over. Third, the reverse options may be equally valid depending on the situation -- to reduce the duration of an event by cheating or getting out of the situation, or to prolong the duration of an event (letting it happen) by avoiding any confrontation, as in Thief.
The time of action concerns the player's possibilities for action. Basically, the player can act before, after, during (or in between) events. Not all games allow all these possibilities, and not all of these possibilities are equally important in any one game or in any one situation in a game. This is just one aspect of the type or the modality of action. It also corresponds in some degree to the difference between turn-based and real-time strategy games.
Simultaneity. The player may have to increase or decrease the number of simultaneous or parallel events, generate, or initiate such events. A typical example would be Command and Conquer and its multiple pieces. Events may have to be alternated, embedded, or linked to each other, or such prefabricated connections and arrangements may have to be reversed and dismantled.
We could easily go into greater detail here by introducing
various subdivisions to the temporal categories discussed previously; or
by taking more rigorously into account temporal requirements (in terms
of speed, order, duration, etc.) set for the player's possible and
necessary actions, and mapping them onto the temporal dimensions of game
events. So, after all, there's still much nontrivial work to be done, as
ludology, like the games it studies, is not about story and discourse at
all but about actions and events, the relations of which are not
completely fixed.
17
Sidebar
Responses
J. Yellowlees
Douglas responds
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