Wednesday, 27 June 2012

Fifty Shades...

I succumbed to the hype and bought these books.



Firstly, I have to admit that I enjoyed them.  I did not read them for the sex, which I am reliably  informed, is not that different to Mills and Boon.  They are written from the point of a young, inexperienced graduate who falls hopelessly in love with a Billionaire, charting the first few months of their relationship.  I am not going to go into plot details, as they might spoil the story for the few readers who are not reading for the many sex scenes!!

I have a large problem with these books though.  They remind me of the same thing I did not like about the Twilight novels; the portrayal of women. 

I get why women are reading these novels, they are more than just sex.  There is a story there, and it reminded me of falling in love with my partner- just like Twilight reminded me of being 16 and falling in love for the very first time.  The angst and uncertainty of entering an deep relationship are something people can relate to - and there is the mind-blowing getting to know each other sex - the hormones overload that is a new relationship.  But, is it enough?

Ok, so there will be spoilers now - If you do not want to know what happens in these books - do not read any further!

The heroine, Anastasia Steele, is pursued by the Billionaire Christian Grey (Steele and Grey?  I suspect they are meant for each other!!)  He is a Dom, and decides that Ana (young, virginal and inexperienced - maybe like Bella from Twilight?) would make a great new submissive for him.   She, on the other hand, whilst falling head over heels in love with him, does not want to be a sub.  The first novel sets up Ana as being a feisty young woman who wants to be in control of her fate, and does NOT want to be a sub.  Reading this book, I could almost respect Ana.  She was willing to try new things, even if they appeared to be - well, violent.  The book finishes with Ana realising that she is not willing to be Chrisitan's sub, and walking out on him.  Maybe the author should have left it there.  

After that, the books have a pattern.  Ana defies Christian.  Christian subjects Ana to 'punishment' - which she is willing to put up with because she loves her man.  Each time she does something to defy him, the level of punishment rises.  The justification for Christian treating Ana this way is given as him being seduced by an older Dom when he was younger, and the abuse he suffered at the hands of his mother's pimp, resulting in him being emotionally disturbed.

At the beginning of the second book, Christian (apparently) realises that he does not want to be a Dom anymore, through Ana leaving him.  This would be fine, if he stopped being a Dom.  He doesn't.  He carries right on doing the things Ana does not want.  He is controlling, he smothers her.  He stalks her.  He demands her full attention all the time - and she capitulates.

This is where the problem lies.  The novels are presented as if they show character progression - and I suppose they do.  Christian gets falls in love, gets married, has babies and smiles.  However, the character changes appear to be all on Ana's side.  She forgoes her independence. she allows him to control her.  She puts up with his rapid and sometimes scary mood swings and she gives up most of her friends to give him her full attention - and eventually, she becomes his sub - for life.  It's just not said like that.  According to the novel, she likes him being rough and being controlling.

Just like the Twilight novels, this series paints women as if they are just waiting for the right man to come along and to take care of them - to sweep us off our feet and be all strong and protective around us.  We are not like that.  I do not dream of that.  I can put my hand on my heart and say that I have never been like that.  AND I do not want my daughters growing up thinking that it is OK for a man to impose his will on her - to lose herself in his identity.  Women have spent a very long time changing that perception - proving that we are strong and capable of looking after ourselves, and we do a very good job.

Just not in this series - where what women do, is what what her man wants.

Tuesday, 28 February 2012

A Unique Approach to Storytelling?


The presence of narrative in video games has been the subject of much debate over the relatively short history of the electronic medium, splitting those with an interest in video games into two distinct factions.  Ludologists maintain that games are just that, games; to insert narrative is to take away the principle function of a game, which is, according to Jesper Juul in Half Real: Video Games between Real Rules and Fictional Worlds (Juul, 2005, p5) ‘to improve your repertoire of skills’, and in direct conflict with the presence of narrative, which ‘consists of reconstructing a story on the basis of the discourse provided’ (Chatman, 1978, p159).  Conversely, narratologists such as Janet Murray see video games as the basis for interactive storytelling, with the player functioning as both reader and actor within an immersive text.   Nearly ten years later, the divisions between the two disciplines has not changed; issue 231 of EDGE magazine, for September 2011 illustrates this, with columnist Tadhg Kelly unequivocally stating that ‘Games are not a storytelling medium, no matter what people say (Kelly, 2011, p144)’, while Supergiant Games, an independent game company has a ‘unique approach to storytelling’ (EDGE, 2011, p104) as the basis of their debut title according to the magazine.  Clearly, the debate over whether games can, or indeed should, contain narrative is one that has not been resolved in the years it has been discussed by literature academics and game theorists alike.  
Recent years have seen a change in the games being created for the market; games are being released which are stretching the limits of narrative and experimenting with methods of narrative delivery.  Remedy Games, a Finnish company creates games which have at their core a complex and sophisticated narrative.  Their latest release, Alan Wake (2010), is a narrative driven game, building on the success of Max Payne (2002) game whose story base was praised at the time of release.  Another game design company, Quantic Dreams, has also been exploring the potential for narrative within their games; their 2010 release, Heavy Rain is also a story driven game, with the narrative taking precedent over action sequences and skill dominant game-play (Stobbart, 2011).  Given that game designers are producing these titles which, by their own admission are attempts at incorporating narrative into games, the argument concerning whether narrative exists is moot; if it is deliberately being placed in the game, then clearly, its existence cannot be denied. 

The Ideal and the Reality of Game Narrative

One of the ways in which the relationship between video games and narrative is problematic to the gaming community is in the structure of video games; Juul’s ‘4-point program for the creation of a meaningful computer game that is also fun to play’ (Juul, 2000) maintains, as its second point, that a game ‘must not contain narration; everything must happen in the now[1]  of the game’; this is a valid issue, the now of the game, (the time passing within the virtual world) is concerned with game playing aspects such as movement and (more often than not) fighting and involves the player ‘exert[ing] effort in order to influence the outcome’ (Juul, 2005, p36) as well as following rules which make playing possible.  This is in conflict with the presence of narration in a game according to Juul; narration is ‘about something that happened at some other time’, (Juul, 2000) and being relayed to the narratee.  Technological advancements however, have made huge leaps in the past few years in regard to home computing and console gaming.  A decade ago, game designers were restricted in what they were able to include within their games, due to processing and memory capacities within the equipment; this meant that they concentrated on the playing aspects of games.  However, video consoles and home computing evolution has allowed video games to become more complex, incorporating narrative alongside playing, without detracting from either. 
Gaming has been culturally seen as the province of the teenage boy, but the gaming community has changed over the years.  The teenage boys and girls of the 1970’s and 80’s have grown up with their games consoles and their tastes in games, as with a lot of other things has changed; games have become increasingly difficult to master as these first gamers have matured.  Alongside this, graphic capabilities and processing power have meant games have become increasingly photorealistic, and actors can be represented in amazingly accurate detail, as with the character of Scott Shelby in Quantic Dream’s Heavy Rain, (Figure 1) thus allowing the player to interact with people, rather than just cartoon characters.  
 
Figure 1 photorealistic graphics. (Thompson, 2010)
Furthermore, the increased processing power allows the game designers to create more complex game; games which will keep the experienced gamer glued to their console screen, as well as recoup some of the huge costs involved in video game production[2].   All these things have allowed game designers to make the products of their labour more than a game; the games in 2011 involve an array of components which comprise something which appeals to a wide cross section of the gaming community – and literature academics.
            For a video game to be financially successful it must be able to recoup its substantial financial outlay and so needs to appeal to a variety of consumers.  This is an important factor in the creation of video games, especially those who are attempting to push the boundaries of the medium.  Alongside the obvious financial restrictions placed on game designers, there is pressure to create something that the game buying public want to play, resulting in similar games being created by different studios.  Whilst this is the case, there are a number of design studios experimenting with game techniques; Quantic Dreams created Heavy Rain (2010), described by designer David Cage as ‘ an emotional experience, an emotional journey based on immersion’ rather than a game (Kendal, 2010).   LA Noire (2011) includes a variety of popular game tropes within the narrative including car chases, gun battles and fist fighting, as well as the use of new ‘Motionscan’ (Snider, 2011) technology to read gestures and tics in character’s faces during interrogations. In Bioshock (2007), 2K games have attempted to create a narrative which runs parallel to the game play; exploring the narrative as an optional part throughout the game, with only a small amount of pertinent story points being compulsory for the game’s completion.  This has the effect of increasing the playability of the game, as well as expanding the target audience of the game. 
Whilst technology has progressed and allowed game designers to create more complex video games which allow multiple layers of content, the presence of narrative in video games is still challenging for the academic community; game theorists who problematize or refute its involvement cite stories as being ‘uninteresting ornaments or gift-wrappings to games’ (Eskelinen, 2001) and that the narrative aspects detract from the game playing capacity of the game and this is indeed true of some games.  The often referenced duo Tetris and Pac-man (Juul, 2005; King & Krzywinska, 2002; Vorderer & Bryant, 2006; Murray, 1997 amongst others) are games; they do not contain a narrative, or need one for the game to function and as such should be studied as games.  However, whilst ludologists are correct in their assertion that games should be considered as a separate entity to literature, with their structure being unlike any other form of media and needing to be explored and considered as a medium in their own right, not ‘just interactive bits and pieces tacked on to narratology or dramaturgy’ (Juul, 2000), there is a fundamental difficulty with this approach when considering video games which include narrative as part of their structure.  To insist wholly on video games being treated as games, is to ignore some fundamental aspects of their intended content, including how they present narrative; this can consist of such practises as using visual techniques found in film, including cinematic sequences, mise-en-scene and atmospheric music.  These aspects of games are established within the gaming community itself, with game designers such as David Cage, the lead creator for Heavy Rain maintaining he is ‘an author and there is no compromise. It's really the story [he] wants to tell’ and that he is ‘inspired by film-makers such as Ridley Scott, David Fincher [and] Orson Welles’. (Bland, 2010)  Similarly, Ken Levine, game designer for Bioshock, can be considered an auteur[3] in his role as lead designer, believing that one of the functions of the auteur in video games is to be ‘responsible for saying yes or no, creatively. That's his job. You can generate content, and he has to look at the content and art, and he has to look at that and say, "This isn't working. This isn't right." And he has to be able to overrule people’ (Kumar & Nutt, 2008), particularly as the creation of a video game is a team effort.     

Narrative Goals and Rules of Engagement


The game Bioshock, although marketed as an FPS, with the primary goal being to shoot, is almost stratified in its construction; as well as the shooting, there is a narrative goal, which is distinct from the competitive (shooting) aspect and can be completed alongside.  The narrative goal involves amassing information as the player traverses the Underwater City of Rapture, an almost derelict dystopia.  Collecting audio files, viewing posters, listening to Public Announcements and the observing actions of the splicers (the remnants of society in the game) allows the player to understand how Rapture was conceived, came to be built as a utopia and the reason it became the dystopian environment that the player is exploring.  Whilst searching and collating information to build a narrative is not unique to Bioshock, the way the game is structured is interesting, in that the narrative goal and the primary goal exist independently of each other.  The narrative of Rapture, as it shall be called from now on, is only related to the actions and events of the gameplay through the recognition of the character and the events in the gameplay as the culmination of the narrative of Rapture.  According to Juul, games should not contain narration because ‘narrative is about something that happened at some other time’ (Juul, 2000); Bioshock’s attempt to create narrative as a separate entity in the game allows the player to remain in the present tense of the game, whilst being presented, through multiple narrators, with the bigger narrative.  This has the benefit of allowing the core gamers to play the game without the distractions that cut-scenes and narrative insertions usually provide, whilst allowing those gamers interested in the narrative to interact with that aspect of the game, should they choose to. 
In 2000 Juul envisaged an ideal for a computer game, with four points that are vital in the creation of a game which ‘is also fun to play’, which was briefly alluded to earlier.  These points are:
1          It must be thematically close to the novel or the movie, be about human relations, feelings, ambitions.
2          It must not contain narration; everything must happen in the now[4] of playing.
3          It must be possible to interact with everything represented onscreen.
4          The game must develop not just on principles postulated; all rules of development must be implemented. (Juul, 2000)
He goes on to explain that these rules are based on problems in video games and interactive fiction, with point three being based on the game Myst (2003), which allows the player to interact with some features and not others, for no apparent reason and point four would allow the game to flow and develop freely.  This ideal was not possible at the time Juul first presented this paper at the Digital Arts and Culture Conference, but the past decade has seen game developers being able, as already stated, to create more complex games and to include more content within the game structure as a result of technological advances, thereby fulfilling the third and fourth points of Juul’s four point plan.  The first two points, however, are more difficult to overcome, and are fundamental to the presentation of narrative in a game.  Bioshock, through providing a separate narrative in the game alongside the game story allows the game-time to remain in the present and contain narration.  The game Alan Wake also attempts to address the issue of temporal narration, through presenting all the action as occurring in the past; that is, the game is presented as a memory, with Wake narrating to the player the events occurring throughout.  This forces the game to be strictly linear, with no possibility of deviation, or exploration of the setting; for the gamer, used to the open landscapes of the FPS and RPG, this is very restrictive.
 Juul’s first point is particularly important in the construction of narrative within the video game industry and is a measure of how games have evolved since 2000; many games rely on the themes Juul cites as being the ideal.  Heavy Rain is a game (or emotional experience) which explores the relationship between father and son as well as the emotions of the player as she plays the game.  Bioshock also explores these themes, with ambition and ideology being one of the fundamental aspects of the narrative; these games also allow the player to make choices as part of this, with Bioshock allowing the player to choose between killing and saving characters known as Little Sisters (which will be explored further later in the essay).  Heavy Rain allows the player to make a number of choices which can significantly alter the narrative of the game and forcing the player to question the way they play games in general through the way killing is portrayed (Stobbart, 2011).  Here the game explores the feelings and attitudes of the player, rather than the character; a significant development in game design both from an interactive point of view, but also in providing branching narrative strands within the confines of a single game. 

Branching Narratives

            A major development in video game construction in the past few years has been the reintroduction of the branching narrative structure; that is, the ability to make choices within a game which changes the narrative development.  In the early days of text based adventure games branching narratives were common, but with the advent of visual point and click games their presence became less important as other features were given priority due to the limited technology.  The ability of modern video game consoles and computers has allowed game designers to once again look at this method of construction in games and has, in fact, become a popular part of many games.  Games such as Black and White (2001) and InFamous (2009) and use branching narratives as the basis of the game play, with the player choosing between being good or evil and events being changed as a result of these choices.   Heavy Rain involves controlling five different characters as they independently search for the identity of a serial killer; the narrative branches throughout the game and range from having the player choose to shoot a character to characters dying in the game.  As a result of this, there are twenty-two different ways the game can end, allowing the player to feel as though they have influenced the game, rather than just follow a narrative structure laid out by the game company. 
            The presence of the branching narrative structure in video games gives rise to the consideration of the player as an author within a game; as detailed, Heavy Rain has twenty-two different endings, which are dependent on the choices the player makes as they are involved in the game.  Janet Murray, in Hamlet on the Holodeck (Murray, 1997, p153), believes that the ability of the player to make decisions which affect the outcome of a game is agency (the ‘power to take meaningful action and see the results of [these] decisions and choices (Murray, 1997, p126)’) rather than authorship.  All the components of the narrative, she believes, are authored by the game designer and the player ‘makes use of this repertoire of possible steps and rhythms to improvise a particular dance among the many, many possible dances that the author has enabled (Murray, 1997, p153)’.  Clearly, there is some truth in this; players are not given the ability to directly create content within games; whilst being developed, all the combinations of Heavy Rain had to be created, scripted and animated so that the player can make use of them.  However, creating games which allows the player to take ownership of events on the screen can be thought of as authorship; especially in games where the narrative branches can be combined.  Heavy Rain can be thought of as a player authored text; there are six ‘main’ endings, in which characters, or combinations of characters, remain alive.  However, there are also sixteen ‘sub-endings’ which can be used in conjunction with the main endings.  The ending of the game is a large cut-scene comprised of a montage of smaller cut-scenes, triggered by the actions of the player throughout the game.  Theoretically then, it is possible for there to be multiple game endings that can be constructed as the game is played, although this is limited by the capabilities of consoles and computers as well as the abilities of game studios to create the cinematic sequences which are needed to do this.

Cut-scenes and visuals

‘The boundary between cinema and videogames often appears to be a permeable one’ according to the introduction to Screenplay: Cinema/videogames/interfaces (King & Krzywinska, 2002, p1), a study into this relationship.  There is a definite interplay between these two types of media; films and TV series often have video games based upon them and video games have been adapted (some terribly) into film.  More fundamentally than this though, video games are primarily a visual and aural medium and so ‘draw on many cinematic devices, tropes and associations (King & Krzywinska, 2002, p1)’ in their construction.  One of the most recognisable points where video games and film coalesce is through the inclusion of the cut-scene in video games.  Cut-scenes are small pieces of cinematic style animation which function in the same way as film; at certain points in a video game, the player becomes a passive observer of any action on the screen as action is played out.  According to Sacha A Howells, the insertion of cut-scenes within the action of the game allows the player to resolve the overarching narrative over the course of the game (Howells, 2002, p112).  Cut scenes are frequently found at common points in a variety of different video games, being used as an introduction, as narrative sequences and as rewards for completion of difficult tasks, with the ending of games being particularly relevant for this and can be likened to established film techniques.
When beginning a video game it is usual to have, as the introduction to the game, a cut-scene which will give the player the information needed to begin the game; this can include establishing the setting, the characters and the timeframe of a particular game.  For the 2011 game LA Noire, this involves establishing the setting of the game in particular, showing the player Los Angeles in the immediate post-war period, whilst establishing the game as being ‘noir’ through the use of the voice over, reminding the player of such Film Noir as The Maltese Falcon (Huston, 2006 ed) and The Big Sleep (Hawks, 2006 ed).  The character of Phelps is also introduced here, although the player may not recognise the avatar at this point.  Using this technique within video games is similar to that found in film; the first act of the classical narrative structure is concerned with ‘the story, their goals, and the obstacles they are likely to face to achieve their objectives (Pacific Cinémathèque, nd)’, giving the viewer all the information they need to understand and appreciate the narrative. 
The second act of the classic narrative structure is also reflected in some video games; the majority of a game is spent in this part of the structure, sometimes repeating complicating actions several times before coming to the end of the act.  (It is also here that the potential to gain a lot of the narrative in the game exists, with the virtual landscape of a video game being used to carry a large proportion of the narrative, a point to which I will return).  It is in this part of the game too, that the player has a chance to become emotionally invested in the characters, as happens in film, with gaming times of more than 60 hours for a single game and involving a number of cut-scenes (Stobbart, 2011).    Finally, the third act is the dramatic resolution; in a video game, this usually features the ‘big baddie’ who can only be defeated if the player can use all the skills learned through the game. The narrative of the game is usually resolved at this point; Mario saves Princess Toadstool, or Alan Wake in the game of the same name manages to save his wife and Bright Falls from The Darkness, just as Indiana Jones saves the heroine or Miss Marple reveals the identity of the murderer.  Usually, the cut-scene which the player is rewarded with at the end of the game is extended in comparison to internal cut scenes, containing spectacular graphics and animation as well as providing closure for the player. 

Conclusion


Clearly then, there is at the very least, a basic relationship between video games and film; the cut-scenes found in a video game function in the same way as the classical narrative structure does and allows the same functions to be fulfilled.  However, game designers are experimenting with cut-scenes; Bioshock is a game which has reduced the presence of cut-scenes, having the opening and closing cinematic scenes, just as there are in the classic structure and functioning in the same way.  However, the cut-scenes in the body of the game have been greatly reduced, meaning the gameplay is not interrupted by the narrative.  As games have become longer and more sophisticated, the middle ‘act’ of the classical structure has been able to expand; as well as allowing more playing, the amount of narrative that can be inserted into a game is increased and the narrative is able to become more sophisticated through this. 
The presence of narrative in video games is a complex subject, which needs to be subjected to further and more vigorous scrutiny than has been attempted here.   However, this preliminary study clearly shows that not only is narrative a reality in video games, but that it is a relatively sophisticated medium, deliberately considered by video game auteurs to be an important addition to games.  Although the storytelling components of games are still refuted in some quarters, the narrative structures found in games is clear; the classical narrative structure is evident in games and the relationship between games and visual narratives such as film is evident.  However, game designers are also experimenting with specific forms of narrative delivery, which may see the narrative structure of games deviating from film dramatically, through the ability to portray branching narrative structures within games; this allows the player to claim authorship of the narrative and to allow the interactive aspects of video games to be brought to the foreground of narrative delivery in a way that many other fictional mediums are not able to.  What is clear then, is that although the infancy of the video game has used methods of narration that have been in evidence in other, seemingly similar mediums, the increased technology is beginning to allow the exploration of other forms of narration, whether that is by having the narrative built into the landscape, or by changing the temporal structure of a game.  Regardless of the way in which narrative is being created in video games, it is becoming evident, through playing and observing games that they are deserving of study, containing complex themes and commentary that in film or literature would be considered important.  

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[1] Original italics
[2] Up to $28 Million for a single game, released across multiple platforms.
[3] Other recognised gaming auteurs include Peter Molyneux, creator of a number of ‘God’ games and Shigeru Miyamoto, who creates titles for Nintendo.
[4] Original italics