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The Relation of Narratives and Video Games

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The Relation of Narratives and Video Games
The Relation of Narratives and Video Games

Video games are a relatively new form of entertainment; the first video game is considered to be Tennis for Two (1958), around fifty years ago, while film has been around for over one-hundred years, the printing press for over five-hundred, and storytelling for thousands of years before that. Because of its newness, video games are a developing medium, their conventions and potential have not been explored as fully in comparison with film and literature. Computers as a technology allow us to overcome more complex tasks and obtain and utilize information more quickly than previous technologies. Often there can be the tendency to describe the new medium as radically different from the old, solely based on its technology. However, it is not necessarily the case. Video games do have new capabilities that separate them from previous storytelling media and it is these new characteristics of video games that separate them from film and literature, creating an environment of storytelling where the traditional narrative structure does not directly apply. Using narrative media as examples a lot can be discovered about video games, however, one must remember what makes them games. Looking at video games as a continuation of games in general rather than an extension of film, they hold a history dating as far back as the ancient Egyptian game of Senet (discovered in the 2686 BC tomb of Hesy-re) (Juul, Half-Real 3-4). It is these game components that must be understood before looking at games from different perspectives. Jesper Juul drew from theorists before him to present what he denotes the classic game model. Juul defines that a game is: 1. a rule-based formal system; 2. with variable and quantifiable outcomes; 3. where different outcomes are assigned different values; 4. where the player exerts effort in order to influence the outcome; 5. the player feels emotionally attached to the outcome; 6. and the



Cited: Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins, 1997. Print. Ebert, Roger. "Video Games Can Never Be Art." RogerEbert.com. Ebert Digital LLC, 16 Apr. 2010. Web. 16 Apr. 2013. “Game Studies.” Wikipedia. Wikimedia Foundation, 19 Sept. 2012. Web. 20 Sept. 2012. "Game The News: The Project That Birthed a Syrian Civil War Game That’s Been Pulled from the App Store." Edge Online. Future Publishing Limited, 8 Jan. 2013. Web. 16 Apr. 2013. Juul, Jesper. “A Clash between Game and Narrative.” Thesis. University of Copenhagen, 1999. Web. 19 Sept. 2012. ---. “Games Telling Stories? A Brief Note on Games and Narratives.” Game Studies1.1 (2001): n. pag. Web. 20 Sept. 2012. ---. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT, 2011. Print. Jenkins, Henry. "Game Design as Narrative Architecture." Henry Jenkins. MIT, n.d. Web. 16 Apr. 2013. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: MIT, 1997. Print. "Narrative." Def. 1. Oxford Dictionaries, Oxford University, n.d. Web. 28 Apr. 2013. Ryan, Marie-Laure. “Beyond Myth and Metaphor: The Case of Narrative in Digital Media.” Game Studies 1.1 (2001): n. pag. Web. 20 Sept. 2012. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT, 2003. Print.

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