Monday, 30 September 2013

Introduction to narrative for games


NARRATIVE FOR GAMES



What is narrative for games?

We were not given a definition as such,  for the word narrative, however, we have discussed and debated in class, the concept of narrative in games and there were quite a few good ideas thrown around. Even though everyone seemed to have a slightly different opinion, added up, they all made a pretty good dynamic definition.

So, based on that, we all agreed that narrative
  • can be used to motivate and immerse the player
  • creates a connection between the past and/or present and/or future and
  • has a beginning, middle and and end.
But now, there is another essential question to ask ourselves as game designers. And this is:

When does narrative work in games?

This is a very interesting question. The common opinion is that a game is only there to be played, with no personal implications, as it basically has no real life consequences. (Even though, it must be added, that especially lately, there have been a lot of buzz around the idea that games HAVE GOT real life implications, through the simple fact that
players are trying to replicate in-game behaviour in real life, and a lot of nowadays crime has been blamed on videogames.  (http://www.dailytelegraph.com.au/news/nsw/violent-video-games-incite-kids-to-crime-says-scipione/story-fn7y9brv-1226443402160 )

But this is a completely different subject, and it would need too much  of a debate to include in this session.

However, in most cases, games are an alter reality, where the player will play as his/her alter ego, where he/she would experiment with ideas or behaviours frowned upon in real life or not accepted by the niche of the society they belong to.  Some players like to act totally the opposite to what they are in real life ( a highly educated professional will very often play the role of a gangster or a soldier in games, just so that he can briefly experience what that life would feel, and so on.) As a society, we are automatically slotted in certain niches, and as a professional, you would probably interact with other professionals, as a gangster you would be surrounded by gangsters, so this, in a way narrows your vision and outlook on life, as it makes it really difficult to understand the others and the other way of life.
fig 1

And that's where narrative comes in and makes the story interesting, if well constructed, it keeps the player immersed and makes him believe that he is the actor who's role he is taking in game. If the narrative works, keeps you, the player, engaged and makes you want to come back. (fig 3)

"My body releases endorphins while I'm playing video games. There is such a thrill about knowing I'm in control of life and death situations in a virtual world that my body responds as it would if I were in actual danger.
As I use the controller to jump chasms and fight attackers, I feel my heart beat faster and the blood rush through my veins. My palms start to sweat, and once I get out of virtual danger, I feel high.
Some people ask me why I would put myself through this when I don't have to. I love the feeling of having accomplished something, even if it is imaginary. I love the rush of endorphins I get from pretending it's real. (cloudel Post 9 - http://www.wisegeek.org/what-kind-of-activity-releases-endorphins.htm)

         
chocolate, as well as exercise and videogames release endorphines (en.wikipedia.org
fig 2

fig 3
It is really interesting how in today's busy society, most of the people have to concentrate on the survival/financial side of things, while happiness is a marginal subject, talked about, but not achieved by many. Most people live lives that don't make them happy, have jobs that do not fulfil their aspirations, and feel trapped, in general, with no clear idea of how to escape. Video games are the way out for them, the escape to a dream life, to being and behaving as a hero or a villain. Video games can release the stresses of day to day life and can release the endorphins, giving us the feel good state we are all trying to achieve in various ways. (eating chocolate - fig 2, exercising - fig 1, etc). "Endorphins, also known as endogenous morphine, are an arrangement of amino acids known aopioid peptides. These chemicals function as neurotransmitters that help regulate moods, sleep patterns and the way one responds to pain and stress. When present in the body, endorphins act as a natural painkiller and are able to provide a sense of comfort, wellness and happiness." (http://www.wisegeek.org/what-kind-of-activity-releases-endorphins.htm)

So, in this sense, narrative in games, works when:
  • it's surprising, it goes beyond stereotypes
  • it makes you think about things 


  • it works well with the mechanic of the game
  • it has an inbuilt  morality system that is central to the way you navigate through the game (the moral decisions you, as a player, take while playing, affect in a big way the way the way you play and navigate through the game. Some of the strongest narratives are the ones where the moral implications are shown, are obvious. 



 

  • the architecture and landscape are well blended within the game mechanic and narrative, as it influences how you play ( in-game environment makes a big difference to the narrative)
  • all the extras that come with a videogame (radio stations, objects to collect, etc) make the narrative more engaging.





To conclude this subject, of what makes narrative work in games, I personally believe that if it provides the feeling of escapism, if it manages to get the endorphins released and generate a feeling of satisfaction, then narrative has achieved it's purpose. 
If narrative is really well built and integrated in the game play, some might even go as far as saying that:
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