Asking whether a new media artifact is a story or a game is like asking of a poem: ìWhich is it? Narrative or metrical?î This contrived question holds two dangers. Most obviously, it suggests that narrative and meter are somehow opposing forces in poetry, indeed, that they are exclusive. The further danger is its implicit presupposition, that these are the only two interesting aspects of a poem. We almost certainly would benefit from considering whether the poem is book-length or short, if it is schematically alliterative, what themes it treats, if it is in a traditional or invented form, and what traditions it works in or against ó but the first dichotomy, by distracting with its false opposition, disguises the other important aspects of the poem because it silently claims that there are only two important aspects.
Advocates of game studies and ludology have rallied against the simplistic consideration of computer games as stories, resisting what they refer as the ìcolonizationî of the new field by literary studies as they build up their rebel fleet on the ice planet. Of course their project is not to banish discussion of story from computer game studies (how could it be, when half the articles in the premiere issue of the journal Game Studies take the issue of narrative as their central topic?) but to ensure that discussion is framed in terms of a new discipline, native to the computer game. Discourse about new media, at its best, no longer concerns itself with the mythical story/game dichotomy. Instead critics like Henry Jenkins are considering in detail the many ways that story is involved with, produced by, or reflected in games, and pointing out that aspects such as the simulated environment are often more important than the ìstory,î even when we have determined what exactly that is (Game-Stories 2001). Janet Murray describes other, overlapping categories: ìpuzzleî and ìcontest,î creating a Venn diagram with four circles instead of just the usual ìstoryî and ìgameî categories (Game-Stories 2001). Even in this view, however, the Venn diagram that Murray offers collapses apples and oranges into the same plane. Story, game, and puzzle are better viewed as aspects of new media ó vectors in an n-dimensional space, some of which are orthogonal and some of which are not ó rather than categories, even intersecting categories. Even this concept is lacking in some ways. What is important to realize is that while there are such things as ìgamesî and ìstories,î many new media artifacts are neither of these, but employ elements from both. They employ elements from other forms and can be understood using other figures, too. What is important to distinguish about these different aspects and elements is which of them are essential to which well-defined categories of new media artifacts, and how they are or are not tied to one another.
Making broad claims about ìnew mediaî or even ìcomputer gamesî can be problematic. There are new media forms that are reasonable categories: the massively muliplayer role-playing game, the first-person shooter, the hypertext novel, the chatterbot. Whatever the difficulties with definitions, we know a first-person shooter, like obscenity, when we see it. I focus here on one new media form, recognized by authors and interactors to be its own category: interactive fiction. Examples of interactive fiction, abbreviated as IF, include Adventure and Zork; later literary efforts A Mind Forever Voyaging, Trinity, Amnesia, and Mindwheel; and more recent works such as Curses and Photopia. Rather than begin with a definition of IF, Iíll go through a series of figures that can be used to understand the form ó beginning with story and game, but not stopping there ó and conclude by considering which of these figures are defining and which are important to the poetics of interactive fiction.
Story
Even IF that clearly has puzzle-solving as its only pleasure ó works that make fortune cookies seem florid ó produce narratives as a result of sessions of interaction. Here is a concrete example of how IF is potential narrative, a space of possibility in which the userís inputs, parsed as actions, become part of a narrative text:
Orange River Chamber
You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber.
A cheerful little bird is sitting here singing.
>TAKE BIRD
You catch the bird in the wicker cage.
This text is a minimal story, by Gerald Princeís (1973) definition, produced in a session of interaction with Adventure. The initial state has an adventurer in a cave chamber with a little bird. The adventurer types ìTAKE BIRDî to take the bird. Then, as a result, the bird is in the wicker cage.
Game
Jesper Juul, after demonstrating that the case for story in
computer games is overstated, adds that ìmany computer games contain
narrative elementsî (Juul 2001). Reversing this formulation works better
for IF. It is a potential narrative that may contain game elements. Some
interactive fiction works cannot be ìwonî and do not keep score: Emily
Shortís
Galatea
and Ian Finleyís
Exhibition
are examples. They are not games by the definition Eric
Zimmerman gives,
1
and only by liberally extending the concept of ìsymbolic rewardî
would they be games by Espen Aarsethís definition.
2
I prefer to define game as a contest (one of the categories
Murray distinguished) ó but a contest broadly defined, either played
directly against one or more players or played individually in an
attempt to break a record or achieve a superior score. Game elements are
used in interactive fiction to convey the extent of a work (a score of
20 out of 250 replaces being on page 20 of 250) and to provide what
hypertext theorists and pop psychologists call ìclosure,î but they are
seldom used to actually structure a contest. Hence the popular way of
referring to IF works, as ìgames,î highlights an aspect of IF that is
not fundamental, and suggests a figure that is not one of the more
useful ones for understanding the form.
Storygame
Mary Ann Buckles, author of the first dissertation on
interactive fiction, suggests a different concept, that of the
ìstorygame,î for understanding the form. Although Buckles writes that
ìin
Adventure, the game is embedded in a storyî (Buckles 1985, 32), her term
suggests that rather than one element being embedded in the other, both
are essential to the experience and are intertwined rather than nested.
Dungeons and Dragons
is a precomputer case of an experience that inextricably merges
story and game ó and performance as well.
3
One cannot simply remove the story from
Dungeons and Dragons
the way that the narrative cut-scenes in
Ms. Pac-Man
can be lifted away. Nor can the aspects of contest be removed
without changing the experience into something other than
Dungeons and Dragons. IF works can, similarly, involve story and game essentially ó
but neither quality is part of IFís foundation. The ìstoryî that occurs
emerges through interaction, and what is commonly thought of as ìgameî
in the form is ó when it is present ó better understood through other
figures.
Novel
Mindwheel
and other Synapse titles were labeled ìelectronic novels.î Some
IF works (including those) typically take many hours of interaction to
complete. Other works, such as those entered in the annual IF
competition
http://ifcomp.org/
, are designed to be completed within two hours. Seeing those in
the former category as ìnovelsî and the latter sort as ìshort storiesî
is a sensible way to describe how much interaction time is required. It
is not particularly the case, however, that aesthetic or poetic
principles of the novel vis-ý-vis the short story apply to these two
sorts of works. It is not in fact obvious that IF is more closely tied
to traditions of written prose than to other literary traditions.
World
IF accepts natural-language text from the interactor and produces text in reply, but the same can be said for the stand-alone chatterbot Racter or a database that takes English-like queries. What distinguishes IF from these systems is that in addition to a ìparserî there is another essential element of an IF work: a ìworld model.î Aristotle held that a play could exist even without characters, but never without a plot (Aristotle 1961). In IF, it is the world (like the literary ìsettingî) that is essential ó characters and plot can be dispensed with, but a system is not IF unless it simulates a world, however erratically and in however limited a way.
Literature
Accepting the ideas of Russian Formalism, and specifically Victor Shklovskyís (1965) concept that the literary nature of a text comes from its ìmaking strangeî ordinary reality, itís evident that not just the textual output of IF but even the nature of many IF puzzles hinge on their literariness (Randall 1988). Although variation between the sjuzet and the fabula is not the main device used to accomplish this (it is employed at times ó for instance, in Adam Cadreís Photopia) IF does use the technique of literary art ìto make objects ëunfamiliar,í to make forms difficult, to increase the difficulty and length of perception because the process of perception is an aesthetic end in itself and must be prolongedî (Shklovsky 1965).
Puzzle
A puzzle is a formal test of ingenuity. A jigsaw puzzle is, of course, a puzzle, as is a scrambled Rubikís Cube or a verbally posed logic problem or lateral thinking puzzle. The device of the puzzle is described as essential to IF by Graham Nelson, creator of the IF development system Inform and author of Curses: ìWithout puzzles, or problems, or mechanisms to allow the player to receive the text a little at a time... there is no interactionî (Nelson, 2001, 382). But IF has been devised without puzzles; conversation and exploration rather than puzzle-solving allow one to move further through these works while interacting. Undoubtedly, the puzzle provides the main effective way to engage the interactor deeply. Dealing with explicit puzzles, however, involves a mode of thought alien to ordinary reading; progress through the text of a novel is not arrested when the reader comes up with the wrong answer. As important as the puzzle has been, finding a way in which the puzzle-solving and reading aspects of IF work together instead of in opposition is also important.
Problem
The single academic article about
Zork
by its creators does not use the word ìpuzzle.î The challenges
in
Zork
are instead referred to by Lebling, Blank, and Anderson (1979)
as ìproblems.î Problems are questions raised for solution; the term
suggests that they are more likely to be posed as homework than for
diversion, but this is a matter of connotation. Essentially puzzles and
problems are the same. But if all puzzles or problems are games, we are
in left in the difficult situation in which ì2 + 2 = ?î is a game. That
question is a puzzle, however uninteresting it may seem,
4
but it rightly seems difficult to swallow as a game. It is more
sensible to define games as contests and also allow the existence of
puzzles and problems that are not games. Defined this way, a crossword
puzzle is a puzzle, not a game; ìLetís see who can finish the crossword
puzzle firstî is a game. Similarly, chess is a game; the knightís tour
is a puzzle that uses the gaming equipment and rules for movement from
the game of chess.
Whether called puzzles or problems, challenges do play an important role in almost all IF. However, the concept of ìproblemî helps no more than does ìpuzzleî in connecting these challenges to the narrative world presented in IF. It is this connection, and the establishment of systems that have meaning outside of their own closed workings, that is the excellence of the IF form.
Riddle
The connection of a puzzle or problem to issues in the world
(not only the world of the IF work but the world that we inhabit) of the
sort that literature engages is best seen in the figure
riddle. The riddle, as discussed here, is a didactic form of poetry,
not a response-format light-bulb joke. A famous riddle that was said to
confound Homer is: ìThose we have caught we left behind, those that have
eluded us we carry with us.î
5
There are many examples from Greek and Latin that remain current
in our culture; the English tradition of the riddle begins, in writing,
at the very beginning of written English literature, with the
Anglo-Saxon riddles of the Exeter Book.
Many works of IF simply contain riddles which must be solved in order to progress, but it is more useful to consider not the explicit presence of riddles in IF but the riddle as a figure for how IF works. The best examples of IF do what the best riddles do: they create a provocative system of thought that one is invited to enter, explore, and understand ó demonstrating oneís understanding, at last, by explicitly offering a solution.
A puzzle in the mainframe
Zork
(which appears in the commercial
Zork
I)
6
provides a example that is not spectacular but is concise enough
to relate here: in a coal mine there is a machine, similar in appearance
to a washing machine.
Zork
simulates a world in which magic and technology coexist, where
the adventurerís goal is to acquire all possible treasures. Nearby there
is a heap of coal. The treasure here must be not located, but
manufactured. By placing the coal in the machine and turning it on (this
procedure requires a bit of figuring out), the coal is converted under
pressure into a diamond. The puzzle requires some awareness of the
properties of carbon, and also requires that the interactor understand
that the system of this world is one in which engineers have, in many
cases, provided useful devices in appropriate places.
A good scientist might happen upon the solution experimentally by placing different items in the machine and turning it on. What gives this puzzle the qualities of a riddle, if not the excellence of the best riddles, is that it is consistent with the logic of the world in which it occurs. More elaborate and poignant puzzles, tied in riddle-like ways to the worlds in which they occur and to the world outside, achieve more provocative and profound results. The riddle, unifying the literary and puzzle-solving aspects of IF, is the central figure in this formís poesis.
Machine
A work of IF is not an ìelectronic document.î It is a program, parsing input and generating output based on rules. One reason that IF has been overlooked by hypertext theorists is that IF is not hypertext by most of the conflicting definitions that are offered; the view of it as a network of linked text is particularly strained and hides important aspects of IF. A broad category that recognizes the nature of IF and other new media artifacts as programs, such as Espen Aarsethís (1997) cybertext, offers many critical benefits. It helps one understand that certain frustrations with IF are due to difficulty with or unwillingness to operate a machine in order to generate text, and certain pleasures of IF come from engaging in this text/machine operation, or from reading that takes place in the context of operation.
Defining Interactive Fiction
A work of interactive fiction is a program that simulates a world, understands natural-language text input from an interactor and provides a textual reply based on events in the world. This definition includes everything that is commonly held by IF authors and interactors to be IF, excludes new media artifacts that are similar but not commonly held to be IF, and sheds light on the elements that are truly essential to the form:
Simulation of a world
Natural-language understanding
Natural-language generation
Understanding Interactive Fiction
By definition, IF is neither a ìstoryî or a ìgame,î but, as all IF developers know, a ìworldî combined with a parser and instructions for generating text based on events in the world. The riddle is central to understanding how the IF world functions as both literature and puzzle. Interestingly, the riddle is a part of the literary tradition of poetry, not that tradition of the novel more often associated with IF. This means that despite the common nomenclature of IF works as ìgames,î the IF program as a ìstoryî file, and the work of IF as an electronic ìnovel,î none of these three figures are of central importance to IF.
Itís time to look beyond ìstoryî and ìgameî for those other
figures that are essential to different sorts of new media artifacts,
and to recognize that views of ìstoryî and ìgameî as simple overarching
categories can be counterproductive. Rather than only race back and
forth between narratology and game studies for further insights into the
ìstoryî and ìgameî of IF, for instance, it makes sense for those seeking
to understand IF and those trying to improve their authorship in the
form to consider the aspects of world, language understanding, and
riddle by looking to architecture, artificial intelligence, and poetry.
7
Responses
References: Literature
Aarseth, Espen (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.
---. (2001). Comparative Media Studies Seminar, MIT, February 8, 2001.
Aristotle (translated by S. H. Butcher, introduction by Francis Fergusson (1961). Poetics. New York: Hill and Wang.
Buckles, Mary Ann (1985). ìInteractive Fiction: The Computer Storygame Adventure,î Ph.D. Thesis, University of California San Diego.
Herz, J.C., Henry Jenkins, Janet Murray, Ken Perlin, Celia Pearce, Noah Wardrip-Fruin, and Eric Zimmerman (2001). ìGame-Stories: Simulation, Narrative, Addiction.î Panel at SIGGRAPH 2001, Los Angeles, August 17, 2001.
Juul, Jesper (2001). ìGames Telling Stories?,î
Game Studies
1, no.1 (July 2001).
http://gamestudies.org/0101/juul-gts
.
Laurel, Brenda (1986). ìToward the Design of a Computer-Based Interactive Fantasy System,î Ph.D. Thesis, Ohio State University.
---. (1991). Computers as Theatre. Boston: Addison Wesley.
Lebling, P. David, Mark S. Blank and Timothy A. Anderson (1979). ìZork: A Computerized Fantasy Simulation Game,î IEEE Computer 12 no. 4 (April 1979): 51ñ59.
Nelson, Graham (2001). The Inform Designerís Manual, 4th edition. St. Charles, Illinois: The Interactive Fiction Library.
Pinsky, Robert (1997). MIT Media Lab Colloquium, February 5, 1997.
Prince, Gerald (1973). A Grammar of Stories. The Hague: Mouton.
Randall, Neil (1988). ìDetermining Literariness In Interactive Fiction.î Computers and the Humanities 22: 183ñ191.
Shelley, Bruce, Warren Spector, and Eric Zimmerman (2000). ìAesthetics of Game Design.î Panel at Computers and Video Games Come of Age, MIT, February 11, 2000.
Shklovsky, Victor (translated by Lee T. Lemon and Marion J. Reis (1965). ìArt as Technique.î In Russian Formalist Criticism: Four Essays. Lincoln: University of Nebraska Press.
References: Games
Adventure. Will Crowther (1975) and Don Woods (1976). 1975/1976.
Amnesia. Thomas M. Disch, programmed by Kevin Bentley; Electronic Arts. 1986.
Curses. Graham Nelson. 1993.
Exhibition. Ian Finley. 1999.
Galatea. Emily Short. 2000.
A Mind Forever Voyaging. Steven Meretzky; Infocom. 1985.
Mindwheel. Robert Pinsky, programmed by Steve Hales and William Mataga; Synapse/Br¯derbund. 1984.
Photopia. Adam Cadre. 1998.
Trinity. Brian Moriarty; Infocom. 1986.
Zork. Timothy Anderson, Marc Blank, Bruce Daniels, and Dave Lebling; Infocom. 1977ñ1979.