Argax Project

Node Status: ROUGH

Supportive

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.

Contextual

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.

Projected

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.

Social

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.

Works Cited

ToDo