Saturday, November 11, 2006

On games as games as games and nothing else

Markku Eskelinen, an independent scholar and self-professed "ludologist", in his response to Jenkins' paper "Game Design as Narrative Architecture", says:

According to the well-known phrase of David Bordwell, narration is "the process whereby the film's sjuzet and style interact in the course of cueing and constraining the spectator's construction of the fabula." In games there are other kinds of dominant cues and constraints: rules, goals, the necessary manipulation of equipment, and the effect of possible other players for starters. This means that information is distributed differently (invested in formal rules, for example), it is to be obtained differently (by manipulating the equipment) and it is to be used differently (in moving towards the goal).

By systematically ignoring and downplaying the importance of these and other formal differences between games and narratives as well as the resulting cognitive differences, Jenkins runs the risk of reducing his comparative media studies into repetitive media studies: seeing, seeking, and finding stories, and nothing but stories, everywhere. Such pannarrativism could hardly serve any useful ludological or narratological purpose.

Do you agree with Eskelinen's dismissal of Jenkins' approach? Why/why not?


In a way, Eskelinen’s reply to Jenkins is rather myopic in itself. In his response to Jenkins, a short summation of his own view regarding games as a medium of narrative discourse can be seen here:

“To the detriment of [Jenkins’] approach, there are no specific narrative contents, only contents. Consequently, only some combinations and arrangements of events and existents become game elements; others become stories or performance art.”

In my opinion, Eskelinen is guilty of a similar reductionist philosophy of games being games, and other art being other art. He admits that some elements from art, performance, narrative and play can make a game, but it does not make it either form.

Jenkins, in his paper “Game design as narrative architecture”, admits that:

1. yes, not all games tell stories, though many do,
2. games don’t have to tell stories to be good games,
3. playing a game doesn’t make it all about experiencing a story,
4. and games as a narrative medium are unique from other media.

Why I find Eskelinen’s critique of Jenkins unfairly harsh is partly because he seems to ignore Jenkins’ acceptance of the limitations of a game to tell a story.

In his paper, Jenkins also discusses how games can tell stories, but in markedly different ways – for example, touching on the concepts of games designed to use space, environment and embedded narratives to tell a story. Eskelinen dismisses all this as being useless, and says that these elements are game by-products. He also makes it sound like Jenkins is fully advocating games as the best way to tell a story, but this certainly isn’t the case – at least not what I gathered when reading Jenkins.

Jenkins, in my opinion, was trying to find a middle ground between the ludologists and narratologists, since the two fields have commonly been philosophically mutually exclusive (in that, they are always discussed in the same voice, but distinctly drawn as different).

While I do not agree with Eskelinen’s blunt dismissal of Jenkins’ attempt to draw a balance which ludologists and narratologists can share, I do agree with Eskelinen that in some sense, Jenkins’ approach is somewhat superficial.

Spatial and environmental elements are, more often than not, functional by-product of games - they certainly help in storytelling in the game, but are not necessarily the original purpose of their existence. In other words, they weren’t there for the sake of the narrative anyway.

It would have been helpful though, for Eskelinen, in his reponse, to have addressed these issues with some ideas of his own, instead of plain dismissing Jenkins.

Thursday, November 02, 2006

On emergence and progression

Jesper Juul distinguishes between games of emergence, where a game is specified as a small number of rules that combine and yield a large number of game variations, and games of progression, where a game presents the player with a series of puzzles or challenges which must be accomplished in a certain order. Discuss whether games of progression, which often attempt to combine a narrative structure with gameplay, are unique to computer-based games.

Certainly, games of progression are not exclusive to computer-based games, but such games are definitely more common in the computer-based media. Games of progression on non-computerbased media require large scale organization. Much capital needed to design such games (people-intensive games like RPGs). Thus, such games are not only not viable to develop but also tough to be distributed. (Besides, most RPGs may be games of progression, but outcomes can be very varied, depending on the participants and the gamemaster.)

But anyway, here's why I think games of progression are more common in the computer-based media.

Games of emergence are somewhat "self-regulatory" and always have different outcomes, so does not require any specific governing medium to help ensure proper "playing". Games of progression however, require precise and explicit governance in the form of programming, this is probably the reason why such games became more mainstream with the development of technology.

With such control over the playing by the author, such forms of games are easily distributed, thus the computer-based nature. While I can think of some non-computer-based games of progression, they are definitely fewer than those computer-based ones (Say, D&D, treasure hunts like the Amazing Race).

Besides, with advanced graphics in technology, game designers often want to exploit it so that the medium can do more than just provide games of strategy, for example Chess as a game of emergence. With such complex and gorgeous graphic interfaces, game designers often choose to incorporate play with a lot of narrative elements, which often require the game to be one of progression, so as to maintain some fixed narrative arc.

Certainly, many games of progression have infused elements of games of emergence - the two are not necessarily mutually exclusive (eg Warcraft and similar MMORPGs).

Commercial, novelty and utilitarian reasons:

While games of progression are few in non-computer media, they definitely became more common and numerous in the computer media - not only to harness advanced graphic technology, but also for ease of distribution. Furthermore, it's a nice breather from the centuries of games of emergence before the advent of the computer, and that of good graphics. Games of progression in the computer media are still novel, thus still becoming very popular. These are incentives and also reasons why I think games of progression are still mostly computer-based, though not necessarily unique to the media.