Wednesday, October 1, 2008

Comments on "Narrative Architecture"

Hey, a really good read! Jenkins' chapter is quite cogent in helping me understand the dividing line between ludologists and narratologists within the game studies discipline, while at the same time Jenkins himself takes a measured and moderate position between the two.

In reading the chapter I found myself trying to place Bogost's thesis within Jenkins' framework. Two thoughts stood out:

Is "Persuasive Game" an Oxymoron?

In his book Persuasive Games, Bogost wishes his proposal for a new domain of "procedural rhetoric" to be placed within--and then extend beyond--the conversation over visual and digital rhetorics. Yet in reading Jenkins I thought to myself: What if we placed Bogost within the conversation between ludologists and narratologists?

My presumption is that Bogost's rhetorical thesis would be classed in the narratological camp, rather than among the ludologists. Why? Because making an argument necessarily involves constructing a narrative.

But if we analyze Bogost's "persuasive games" according to the standards of Jenkins' "narrative architecture," then how do games that Bogost cites (e.g., Madrid, September 12, Kabul Kaboom, Darfur Dying, Balance the Planet, Tax Invaders, Vigilance 1.0) stack up? For example, Jenkins (p. 671) cites Costikyan's assertion that

There is a direct, immediate conflict between the demans of a story and the demands of a game. Divergence from the story's path is likely to make for a less satisfying story; restricting a player's freedom of action is likely to make for a less satisfying game.

Thus Costikyan might suggest that "rhetorical" games--which Boghost cites as exemplars of persausve games that employ procedural rhetoric--concentrate so much on story, they restrict players' freedom and thus are not satisfying as games. That is, "persuasive games" are good at rhetoric but ultimately fail as games.

This is a conundrum I've blogged about before when I posted about the "procedural gap" that Bogost acknowledges in his book. Namely, how "persuasive" are games that sacrifice gameplay for rhetoric? If the game offers little game value and thus attracts few comers, how will it be persuasive? Or if it ramps up the game value by downplaying the rhetoric and allowing players more freedom, then are the game's rhetorical possibilities diminished for the designer?

If we go with Costikyan's assertion, then the term "persuasive game" might even be an oxymoron. If the product is "persuasive" then it is diminished as a "game," or if the product is a satisfying "game" that gives wide freedom to the player then it is diminished as a vehicle of deliberate "persuasion."

Are Persuasive Games "Narrative-Poor"?

But of course, Jenkins does not side with Costikyan's dualistic approach. Instead he suggests that, when narrative is reconceived in architectural terms, game designers can tell "spatial stories" and engage in "environmental storytelling." Rather than criticize game designers for an emphasis on world-making and a neglect of plot and character development, their work should be seen as making "evocative spaces" which "create the preconditions for an immersive narrative experience" (p. 676).

Spatial stories are not badly constructed stories; rather, they are stories which respond to alternative aesthetic principles, privileging spatial exploration over plot development. Spatial stories are held together by broadly defined goals and conflicts pushed forward by the character's movement across the map (p. 678).

I was especially impressed by Jenkins' explanation of the architectural element of his "narrative architecture." To illustrate, he cites the Star Wars game:

[We] would be frustrated if all it offered us was a regurgitation of the original film experience. Rather, the Star Wars game exists in dialogue with the films, conveying new narrative experiences through its creative manipulation of environmental details. One can imagine their place with a larger narrative system with story information communicated through books, film, television, comcics, and other media, each doing what it does best, each a relatively autonomous experience, but the richest understanding of the story world world coming to those who follow the narrative across the various channels. In such a system, what games do best will almost certainly certain on their ability to give concrete shape to our memories and imaginings of the story world, creating an immersive environment we can wander through and interact with (pp. 677-678).

What a good insight! But when I read this, again I found myself comparing this concept of game narrative with the narratives put forth by the "persuasive games" that Bogost cites.

If I am reading Jenkins correctly, then games succeed best as narrative devices when they are in dialogue with other representations, while creating a parallel immersive experience in which the story world can be explored.

By that standard Madrid, September 12, The McVideo Game, Tax Invaders and the other "persuasive" games that Bogost cites would seem to be rather narrative-poor. Why? Because they attempt to replicate (or as Bolter and Grusin might say, "remediate") rhetorical arguments which exist in other representations by merely transferring them from one medium to another. Thus my previous observation about whether Madrid or Tax Invaders constitute a new domain of rhetoric or, in fact, are simply "computer-assisted rhetoric."

For September 12 or The McVideo Game to successfully draw upon the properties of the game as a medium, and thus construct a compelling narrative, then (according to Jenkins' thesis) wouldn't they need to (1) be in dialogue with the representations we see in the news, but (2) offer players an immersive environment where they can explore and interact with the spaces which constitute the worlds of these stories?

Instead, if we go by Jenkins' description of a successful game narrative, then the "persuasive games" cited by Bogost seem to be only heavy-handed representations of rhetorical arguments rather than evocative spaces that add to the richness of our understanding by allowing us to explore, interact with, and immerse ourselves in the environments where these narratives take place.

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