good points all. my personal dissatisfaction with the current state of
game narrative (other than it's general subject matter) is a result of
it's implementation as a "string of pearls" where story is not
significantly modified by the player's actions in-game. sure, if you
kill or don't kill a certain character, the play changes, but basically
the narrative vector remains the same, just some parameters have
changed. the good guys become bad, the bad good.
a second major problem is a lack of "character" in the characters.
characters tend to be generic with no significant variation in their
behavior. again, you may have good guys or bad guys, but when was the
last time anyone had a bad day? or had a bad burrito for lunch? complex
behavior requires more than a few dozen character traits and some random
number evaluation.
for complex narrative and characters, what is required is a constant
modification of field effects from the moment you install the game, to
the very end of the story. but also what can not be "coded out" from the
game is the author's voice. the author needs to maintain control of the
parameters of the narrative vector, so that a story with meaning can
emerge, rather than a chain of basically insignificant events, no matter
how dynamicaly they may have been produced.
j
angela ferraiolo wrote:
Wow is right ... what an amazing exchange. I'm sort of a lurker on
this list, so hello, my background is some digital writing for games.
While doing that, I soon realized that the idea of pattern flows and
an awareness of them is critical. In a game, narrative can be a
traditional pipeline of information or series of events, but feels
more exciting as an exploration of modes and/or fields of persuasion.
On some level, the nature of a given pattern flow, how it updates
itself, the feel of its evolution, how it alters its methods, can
become the meaning of the story, a model of experience, even a form of
cognition. For me, the question is how can these modes be combined in
ways that first, feel responsive thereby creating expectation and
second, create dynamic meanings? Writing can't be separated out from
pattern flow acquisition or a multi-modal pattern production because
in a fundamental sense the writing that needs to be done in these
narratives is the creation of those arrangements or the construction
of environments that lead to the creation of those arrangements. That
way we should be able to encourage meaning that is emergent due to the
interplay of fields or modes and their response to
audiences/readers/players/etc . . .
-- Angela
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