ludology vs. narratology or those were the days miguel sicart computer game theory spring 2005

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Miguel Sicart Computer Game Theory Spring 2005

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Page 1: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Ludology vs.

Narratology

or those

were the days

Miguel SicartComputer Game Theory

Spring 2005

Page 2: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Today’s Menu

•A brief history of computer games

•Obviously, games are narratives

•As a matter of fact, games are games

•Why is all this relevant?

•Discussion

Page 3: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Once upon a time ...

Page 4: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Tennis for Two

1958

William HigginbothamBrookhave Atomic Research

AnalogMultiplayer

“Forgot” to patent it ...

Page 5: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Spacewar1962

Created in the hacker environment of MIT

Steve Russell, Alan Kotok, Peter Samson and Dan

Edwards

Open Sourced

Benchmark for new technologies: mouse,

screens, arcade machines, ...

Page 6: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Hunt the Wumpus1972

•Gregory Yob’s game hit the mainframes in 1972

•Written in Basic, predicts the explosion of Dungeon games, like ...

Page 7: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Adventure (a.k.a. Colossal Cave)

•1972 - 1976

•Will Crowther designed a cave exploration simulator,

•redesigned by David Woods into a D&D inspired game that started one, or maybe more genres

Page 8: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Space Invaders

•1978

•Taito created this extraordinary concept that generated many subgenres with very basic gameplay options

Page 9: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Asteroids1979

Vector based shooter (advanced concept and design by Lyle Rains and

Ed Logg)Huge economic success!

Page 10: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Those were the days ...

Thanks to Pong (1972) and other popular arcade

machines, Atari controled the arcade market until its

crack in 1984 ...game industry almost died

back then!

Page 11: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

... but there is more to this (hi)story ...

Page 12: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Microsoft Flight

Simulator1980

Bruce Artwick, SubLogicStarted the technical

simulators ...but is it a game?

(oh, no, not that question again!)

Page 13: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Pac-Man

1980Toru Iwanatu

Time declared Pac-Man “man of the year” in 1982

(!)First computer game

personality!

Page 14: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Donkey-Kong

1981Shigeru Miyamoto

Root of Nintendo’s successSuper Mario Bros (a spin-off the original game) used as a start title for the NES system

in 1986

Page 15: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Classic MUD1978-1980

Richard Bartle & Roy TrubshawMultiplayer Online Role Playing Game

Page 16: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Myst

1993Rand & Robin Miller

It’s like Adventure, but with nice graphics ...

It saved the industry, but Robin miller left the

company right after the sequel, and its online

iteration was a commercial failure

Page 17: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Turn Based Strategy: Civilization1991

Sid Meier

Page 18: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Doomneed I say more?

Page 19: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Some other relevant names ...

•Richard Garriot: Akalabeth (1979), Ultima Series

•Star Raiders (1979) - 3D/2D, First Person Space game

•Maze War (c. 1975), perhaps the first death match FPS (developed at MIT)

Page 20: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Time is on our side: a chronology•50s - 60s: the beginning is the end is the beginning:

Space War, Tennis for Two

•70s: Pong, home consoles, industrialization, arcades, adventure games, RPGs, start of the 3D

•80s: Better graphics, adventures die, new genres emerge (simulation), economic crack (1984)

•90s: Technologically driven innovation, massive industrialization, the Internet, Hollywoodization

•Now: Portable, pervasive, open sourced, independent (?), ...

Page 21: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

And now, for something completely different ... or not

Page 22: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Narratology vs. Ludology

I Assault

Page 23: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

What is a narration?

What is narrative?

Page 24: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Arguments for the narrativeness of

games•Everything is a narrative

•Games have back-stories, and narrative introductions

•Games share techniques with narratives

Page 25: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Everything is a narrative

well, maybe, but that doesn’t mean that everything is narrative!

Page 26: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Games have back-stories

which are actually relevant for the gameplay

Page 27: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Games use narrative

techniqueseven flashbacks!!

Page 28: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

... so ...

•Games and stories actually share some traits,

•but that doesn’t legitimize their study as only stories

•The problem is how do we define narrative, and how do we apply narrative tools for analysis.

Page 29: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Narratology as the enemy

•Games can only be understood as narratives

•Long tradition, due to the influence of literary studies and hypertext studies

•Understimates notions of play, gameplay, and even game design

Page 30: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Ludology

Page 31: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

the good guys?

•Games use narrative techniques, but gameplay and the game structure are more relevant.

•Games might simulational traits that narratives cannot have.

•Game shave a structure of their own that cannot be understood as narratives.

Page 32: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

But games actually use

stories ...•Group work:

•Find now examples of how games tell stories (besides the back-stories, and what is written in the package)

Page 33: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Is there a convergence?

Page 34: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Quest games!

Page 35: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

What are quest games?

• Quests are an overarching structure that applies also to narratives

• They can be solo or plural

• Narrative is after the fact (constative), while quests are performative (we make them, we experience them)

• Quests tend to have a reward/punish structure

Page 36: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

or, in words more clever than

mine ...• A conflict between act and meaning is present in the activity of quest

solving too. To do a quest is to search for the meaning of it. Having

reached this meaning, the quest is solved. The paradox of questing is

that as soon as meaning is reached, the quest stops functioning as quest.

When meaning is found, the quest is history. It cannot be done again, as

it is simply not the same experience to solve a puzzle quest for the

second time. (Tronstad 2001, pt. 4.1)

Page 37: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

Exercise

Page 38: Ludology vs. Narratology or those were the days Miguel Sicart Computer Game Theory Spring 2005

•Take the narrative for the game of your dreams (existing or that you want to make),

•and then describe briefly how would you implement that narrative: what is back-story, what is cut-scene based, what are quests

•What kind of game would that be? Quest game, non narrative game (Tetris), Myst?