Sometimes games, like toys, serve only an artifact that supports our projection of a story on the action it presents. It may also facilitate dramatic social interaction, though the system itself does not produce stories.
Sometimes games have a story only as a context for the action. The user's imagination expands this context, adding depth to the game. At the extreme--as is often the case in older games--the manual and accompanying artwork lays out a rich story and world. But gameplay does not produce a story itself. More recently, a game might layout the dramatic context in an introductory video sequence, and end with a victory video.
Sometimes games are based on stories in other media. For instance, X-Wing is essentially a space flight simulator. Any dramatic context is derived from knowing the events of the Star Wars movies. Certain X-wing missions may correspond to events from the movies, but the game itself does provide a story.
Sometimes we project deeper stories onto an interaction system, even when a specific or related dramatic context is not provided. For instance, if playing a flight simulator game with a career option, the lifespan of our character ties the separate missions together into a weak sort of narrative whole. Games like The Sims allows users to projects stories on the otherwise mundane actions of the characters.
Some systems, such as MUDs or MMORPGs, provide a dramatic environment. But the interesting dramas arise through interaction between the players. These stories are not part of the system's design, but are still facilitated by the system.
Argax Project : Dissertation :
A Rough Draft Node http://www2.hawaii.edu/~ztomasze/argax |
Last Edited: 13 Dec 2006 ©2006 by Z. Tomaszewski. |