Wednesday, October 1, 2008

Comments on "I Have No Words"

The chapter, when read together with Jenkins' "Narrative Architecture," offers a nice counterpoint from a perspective more oriented toward ludology than narratology. So the two pieces, read in tandem, helped me to better understand one of the dominant conservations within game studies.

In my previous post, under the subhead "Is 'Persuasive Game' an Oxymoron?," I took up Costikyan's perspective and compared it to Bogost's thesis. Read below for an extended discussion.

But in essence, Costikyan cites a "direct, immediate conflict between the demands of a story and the demands of a game." Telling a satisfying story means keeping the game on a path, but this restricts players' freedom and therefore makes it an unsatisfying game.

So I ask: Does the same tension exist between "persuasion" and "game"? That is, if a satisfying argument means keeping the game on a path, does this entail restrictions on players' freedom which render the experience unsatisfying as a game?

Thus, is "persuasive game" an oxymorn?

No comments: