Tuesday, 5 November 2013

Authorship and Point of View in the Videogame.

In Half Real, Juul distinguishes two types of videogames: games of emergence and games of progression, with emergence games being the historically dominant form. Emergence games use ‘nominally simple rules where it nevertheless requires immense amounts of effort to gain proficiency in playing the game’.  Tetris is a typical example of a game of emergence; it is a puzzle game, ‘with the shapes each consisting of several squares that are falling down the well. When playing a Tetris game, one turns them or moves left and right, trying to arrange the shapes in a line. When a line of squares makes a line from edge to edge, it disappears and all the pieces move down by a square. When the well is filled up, the player loses (Absolutist 2013)’.  Similarly, Space Invaders (Pixeleye Interactive 2012) involves moving the game avatar left and right across a fixed screen, firing missiles at moving targets.
            Narratively, the title of Space Invaders suggests that there are invaders from space and the player is charged with repelling this invasion.  Despite this suggestion, the game is not a narrative driven game.  There is an inferred beginning (the invasion) and a middle (the action of the game), but there is not an ending to this game, however; the invaders move progressively quicker until the player succumbs to the space invaders and the game ends.  Incidentally, this structure is also problematic for Juul’s six point classic game model, which requires a game to have a variable outcome (as discussed in chapter 1), which neither Tetris nor Space Invaders have, with the only conclusion being the player losing the game. 
Opposed to this, narrative games are usually progression type games; games of progression are those where the ‘game designer explicitly determines the possible ways in which the game can progress’ (Juul 2005, 56).  Videogame walkthroughs can vary from being explicitly instructional (‘Climb along the yellow rail to the left to reach the underside of the train’ (Bradygames 2009, 24)) to those resembling works of fiction.  Alan Wake has such a walkthrough, with the action of the game presented as if it were a piece of textual narrative fiction:
Wake left the car in a state of agitation.  He staggered forward toward a rough-hewn wood pole.  He gazed up into the illuminating glow of a lamp on the left side of the road.  It seemed comforting: like a Safe Haven subduing the creeping sensation of fear. (Hodgson 2010, 24)
The Walkthrough is presented almost as a novelisation of the videogame, a third-person retrospective narration of Alan Wake’s quest to save his wife.
Games of progression more closely resemble traditional narrative structures in other media.   The structure of the progressional game is, as its name suggests, a progression—from the beginning, through a middle, to an end, a structure that has characterised traditional media since Aristotle’s famous propounding of it as essential to theatre (Aristotle 2008).  Even videogame franchises that span numerous games, such as Assassin’s Creed have a progressional structure, with many game franchises developing sub-plots or episodes that are self-contained as well as connected.[1]  Generally, the player can assess the type of game s/he is playing using the following test:
Search for a guide to the game on the Internet.  If the game guide is a walkthrough (describing step by step what to ­­­do), it is a game of progression. If the game guide is a strategy guide (describing rules of thumb for how to play), it is a game of emergence. (Juul 2005, 71)
Whilst the player may feel as though they are influencing the narrative, the ability to create a walkthrough that encompasses all plays of the game refute the players role as the author; instead reaffirming the designer as the authorial presence in the narrative, and the predetermined status of videogame narratives.
Although most discussions of identification in narratives concern identification with characters rather than authors, since videogames are interactive—that is, the player influences the action taking place within the game through play, and this play can change the outcome of the game, both ludically and narratively—players do not simply identifiy with the characters they control, they furthermore take on authorial roles,and videogame authorship is an interactive rather than a dictatorial affair. Janet Murray makes the distinction between the author and the interactor[2] of a piece of electronic narrative (Murray 1997, 153).  In Hamlet on the Holodeck, she considers ‘authorship in electronic media [to be] procedural’, meaning that the designer is charged with
Writing the rules by which the texts appear as well as writing the texts themselves.  It means writing the rules for the interactor’s involvement, that is, the conditions under which things will happen in response to the participant’s action.  It means establishing the properties of the objects and potential objects in the virtual world and the formulas for how they will relate to one another. (Murray 1997, 152)
Whilst the player of a videogame can put the pieces of the narrative together, sometimes in several different ways, the constituent parts of the narrative are created by the game designer.  It is possible to suggest that the player, then, is a quasi-author, creating a variation of the narrative that may be unique, but nevertheless formed from the game content provided by the game designer.  This is not to suggest this as a precursor to Murray’s holodeck—each of the elements of a game must be created by the designer prior to a game’s release meaning that a truly interactive game, which the player authors as she play, is unlikely for the foreseeable future.  However, there are a rising number of games that use the veneer of choice to allow a player to feel as if she is influencing the narrative, whilst retaining the core elements that all players share.  An example of this can be seen in the Mass Effect franchise (Bioware 2007 - 2012), a futuristic set of games that centres on the character Shepard, a soldier who leads the defence of the Galaxy in a series of missions and quests.  The core elements of the game are fixed; the pursuit and destruction of the ‘Reapers’, a life form that aims to destroy all other life in the galaxy; the player has the option of enlarging the game and the narrative however, through the quests and missions, and through interaction with non-player characters, allowing the player to enter into optional relationships, for example, and to affect the personality of Shepard, and therefore the reactions of other characters to Shepard. 
Heavy Rain is another example of the ability of the player to act as a quasi-author.  Here, the ending of the game depends on the choices that the player makes throughout play, such as whether the identity of the serial killer is discovered, and which characters survive to the end; these combine to give a total of eighteen possible conclusions to the game, ranging from the Origami killer going free, and all other characters being killed, to everyone surviving and the killer apprehended. These options, then, are not minor variations on a theme but significantly contrasting. While the player is instrumental in selecting the composite parts of the conclusion, and so plays an authorial role in the game, even so, each of the endings are predetermined by the designer simply by the fact they are already loaded into the software that is being played.  Thus while the player is free to make choices, s/he may only choose from among what has already been programmed.






[1] Assassin’s Creed uses the framing narrative of Desmond Miles to allow the franchise to span 5 separate game episodes to date.
[2] Murray uses the term interactor where I use player.  

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