Lewisham

How To Argue on a Subject You Know Nothing About

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That's rather like saying, "Don't be ridiculous! Humans don't have a tendency to interpret the linear experience of systemic events in a narrative fashion!"

Completely ignoring how many years of mythology, folklore and religion?
Is your argument that by virtue of cultural studies having gone on this way for so long, that it should continue and be transposed to everything? I'm afraid that doesn't make a lot of sense to me.

A video games interactivity is absolutely fundamental to its core being. To then ignore that in order to use out-dated frameworks to describe them is something that I cannot fathom.

I don't disagree that "Humans don't have a tendency to interpret the linear experience of systemic events in a narrative fashion", but by applying them we ignore ideas such as interface, immersion, challenge and everything else we find wonderful about video games over other mediums.
And in case I wasn't clear, this certainly is not an assault on video game storytelling. I love stories. I think video games need stories, even if they are player-based narratives generated in your head. Even Civilization offers that "Haha, foolish Russia dare mock my might!"

I think games, beyond the arcade, with poorly fleshed out narratives are very difficult to move through to completion, the impetus to continue gets lost.

But, as I said, games are games, and need to be seen as such.
Unlike many people with a narratology slant, I don't minimize the importance of the game element. Culturally, however, I think games and stories have played very similar roles of instruction and dissemination of information related to survival. I see the concept of story and game to be much more inextricably linked than many.

In fact, I think that our definitions of storytelling must be evolved to incorporate video games. The existing definitions seem to be used to deny ludic elements, which is a mistake.

And I'd argue that video games need to rely more on player-based fabula (in essence, the emotional experience of participation with a narrative) in order to fully maximize their storytelling potential.
Do you know where I could read more about evolving storytelling definitions? It's definitely interesting to me that perhaps video games can spur a reworking of existing frameworks rather than be subjected to them.

I also agree with your feelings of player narrative, the feeling of being a director rather than a puppeteer is certainly far superior.
As a matter of fact, I discuss the evolution of storytelling quite a bit on my blog (Man Bytes Blog). I've also written a white paper about my working definition of storytelling. Keep in mind that it (the white paper) is currently undergoing its first major rewrite based upon audience feedback, but the change is for clarity of communication, not to change the heart of the idea.

In brief, the use of an element called 'story' within the model was throwing a lot of people for a loop. I was hoping to forge a radical shift in perspective, but it looks like I need to be sneakier about it. So, I'm going back to the source term of that element's definition, fabula, which is borrowed from the Russian folklorists by way of Umberto Eco. Regardless, the white paper can be downloaded from the sidebar of my blog.

I'll wrap this up, but I'm writing a post about Pokemon today which encapsulates some of my feelings on game-as-story and story-as-game. I ought to have it up by mid afternoon if all goes well.

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