Showing posts with label embedded narrative. Show all posts
Showing posts with label embedded narrative. Show all posts

Wednesday, 16 April 2008

The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II

Jeffrey E. Brand & Scott J. Knight

Brand, J.E. and Knight, S.J. (2005) ‘The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II’, Diagra 2005 Conference [online], URL: http://www.digra.org/dl/db/06278.57359.pdf [accessed: 17/3/08]


Brand and Knight take Jenkins' narrative architecture axiom and explicates the four forms of narrative. Obviously this is firmly in the context of Computer Game Theory and the conference paper draws the attention to additional interesting functions. Side-stepping the Narraotology vs Ludology debate, my interest lies in these additional interpretations that expand on narrative.

  • In regard to Evoked Narrative, Brand & Knight acknowledge the debate's invitation to still address whether the narrative architecture is determined by authors (writers/designers) or the audience.

  • They also see that Jenkins does see that Evoked Narrative has a polysemic dimension to it; where a coexistence of many possible narratives is dependent upon the competencies of the audience to see them.

  • In regard to Embedded Narrative they see that narrative can be decoded from cues and clues within a game, and a sense of story can then evolve temporally.

  • These decoded story clues and cues within Embedded Narrative can be invoked through the mise-en-scene, which in turn can infer past stories. These are what Jenkins describes as "traces on the landscape".

Brand & Knight do wonder whether there is need for more precision in the conceptualisation of Emergent and Embedded narratives. Some points they raise to address are:

  • Defining Embedded Narrative more narrowly as pre-authored spaces, objects, artefacts that are to be read.

  • How does the narrative transform with the "mark of visitation" (Jenkins) left by a player across the narrative architecture's "storyworld"?

They also consider issues such as environmental control; real-world time vs arbitrary time; the design and purpose (teleology) of time (especially the property of no clear winning state (does this correspond with Caillois' term paidea as cited by Frasca) and the mutability of control.

Friday, 11 April 2008

Game Design as Narrative Architecture

Henry Jenkins

Jenkins, H. (2004) ‘Game Design as Narrative Architecture’ [online], URL: http://web.mit.edu/cms/People/henry3/games&narrative.html [accessed 17/3/08]


This paper is theoretically placed within game theory and is cited as seminal by others within the narratology vs ludology debate. What I have found very informative from this paper is Jenkins' central idea of building an underlying narrative architecture (within computer games) through which four forms of narrative can be measured: evoked, enacted, embedded and emergent.

He proposes the concept of environmental story-telling. "narrative can also enter games on the level of localized incident, or what I am calling micro-narratives." (p7).

His proposition not only attempts to close the debate between narratology and ludology, but what I have found useful for my own research is the implication for spatial exploration over causal event chains. This is not story-telling. This has a capacity to set up causal events within an interaction through which the users actions can be explained or appreciated by themselves as a narrative, at least a micro-narrative.

Opposition to Jenkins' proposition:

  • Jenkins fails to define the contested concepts of games, narrative and stories (reading an even small amount of games theory literature covers these concepts adequately. Jenkins moves the debate towards a synthesis without the need to restate these concepts).

  • His proposition follows the comparative media studies strategy of reducing all media to story-telling assuming games tell stories (this is a ludologist opposition).

  • He ignores some important pieces of narratology and ludology literature (This may be so. I'll have to read the literature before commenting further).

  • His "spatial story" is a naive thematic construct (This is from a ludological viewpoint).

  • He is being pan-narrativist, seeing stories everywhere (I don't agree that this is what he is saying at all)