Narrative Coherence in Games An analysis of narrative interactive emergence in videogames
By Nicholas Anton Borkowski Medialogy 10th Semester Master’s Thesis
Table of Contents
1 Introduction ………………………………………………………………. Page 4
1.1 Weight of narrative ……………………………………………………………………………. Page 4
1.2 Suitable material………………………………………………………………………………… Page 5
2 Preanalysis………………………………………………………………… Page 7
2.1 Narratives………………………………………………………………………………..…………. Page 7
2.2 Interaction………………………………………………….………………………………………. Page 7
2.3 Semiotics………………………………………………….………………………………..………. Page 8
2.4 Measuring Experience……………………………………………..…………………………. Page 8
2.5 Project Goal……………………………………………………..………………..………………. Page 10
3 Analysis……………………………………………….……………………. Page 10
3.1 Game……………………………………………………………………………………………….…. Page 10
3.2 Ludology…………………………………………….…………….…………………………………. Page 11
3.3 Flow…………………………………………………..………………………………………………. Page 12
3.4 Ludonarrative……………………………………………………………………………………. Page 13
3.5 Emergent Narrative……………..……………………………………………………………. Page 15
3.6 Narrative Intelligibility………………………………………………………………………. Page 15
3.7 Narrative Coherence……………………….…………………………………………………. Page 17
3.8 Cognitive Closure……………………………….……………...………………………………. Page 17
4 Implementation……………………………………………………………. Page 18
4.1 Analysis of Cantrip……………………………………………………………………………….. Page 19
4.2 EEG……………………………………………………………………………………………………… Page 20
5 Pilot Test………………………………………………………………...…. … Page 22
6 Results………………………………………………………………………… Page 23
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7 Conclusion & delimitation……………………………………………………… Page 33 8 Future perspectives………………………………………………………………. Page 35 9 Bibliography………………………………………………………………. Page 35 10 Appendix………………………………………………………………. Page 37
3 1. Introduction
Recently, there have been some interesting trends within the commercial videogame industry that have caused discourse by both the consumer and developer communities respectively. These trends have to do with multimillion-dollar flops, independent crowd funded endeavors and the ease of digital distribution. Mobile devices in tandem with traditional interactive media consumption mediums like PCs and consoles have been undergoing the same renaissance focusing on successful titles with humble beginnings rather than those with gargantuan resources. Reminiscent to the New Hollywood era in film [8], focus has shifted from high cost low risk endeavors to low cost high risk gambles appealing to the volatile market of consumer gaming today [7]. This progression in the industry is awaiting new paradigms in order to force into place a respectable industry that differs greatly from that of film and other entertainment media where the game developer is at the center creating games and publishers cater to their needs rather than bankrupt their talents and blame them for the economic follies of work that was highly infected by outside influences [5]. While some attempt to push gaming into brave new worlds of immersive and physical systems (occulus rift[9], cryengine [10], leap motion[11], etc.) others are pushing traditional methods of gameplay off onto new tangents (Limbo[12], Braid[13], Superbrothers: Sword & sorcery[14], etc.). Arguments can be made in regard to why these smaller productions are relatively successful compared with big budget productions that push technological limitations. One may jump to the conclusion that such games provide enough of a satisfying experience (for a game) that their small price and simplified game play extends their value to par with that of an expensive, high budgeted and highly marketed videogame.
Though most interesting are the aspects of the lesser productions and what elements congregate in order to provide them with success. Videogames are a multifaceted media that have been theorized from different perspectives since their conception. There have been heated debates between entrenched narrotologists and ludologists that demand thorough definitions of all aspects of games and their experiences [1]. Whether games are fundamentally narratives or interactions is not nearly as intriguing as attempting to analyze the hybrid experience they provoke. The fact that there are those who so adamantly believe that there is any progression in understanding the media by narrowing the concise experience of play or gameplay by constricting the definition cheat themselves from understanding the intricate relation of narrative and interactivity that summate the gaming experience. Other definitions of the experience of playing video games can be shrouded by thesefragmented explanations of gameplay. This leaves room for the development of new theories and arguments in new directions taking into account more and more aspects of hybrid interactive media into their frameworks and definitions. It is between the areas of already established scientific definition of game experience that there is room for further development of scientific analysis.
1.1 Weight of Narrative
Though most noteworthy are the narratives which they (games) communicate to the player, and the cognitive responses they provoke in the player. The interactivity available to the user is an integral part of the surrounding narrative and the two are intertwined at an undistinguishable level. User experience is established
4 by both semiotic relations (narrative & interactive) in order to distinguish a subjective affect. This however is not true for all games and all contexts. One is not necessarily emotionally taken with the narrative of Tetris [2], but perhaps taken with sweaty palms and exasperation when after a long period of gameplay the blocks pile to the top, resulting in a game over.
In the game Bioshock Infinite, reviewers and gamers alike have commented on the AI of the in game “companion” or “sidekick” Elizabeth which is an interactive helper throughout the game but also promotes the narrative [6]. This is done by allowing Elizabeth to interact with in-game objects, react to them, comment on them from her own character’s point of view. Though lots of time and effort has gone into weighing the possibilities for her to investigate, in relation to importance and proximity, the player can nonchalantly choose to venture onward down passageways and through doors to progress the game unaware and indifferent to the narrative context that could be extracted by observing Elizabeth’s observations of the game world. This is an integral part of the power of player interactivity in the game. There are many possibilities to explore. While the developers after having worked on the Elizabeth AI, carefully planning weighted events and triggering animations and dialogs suitable to the situations and objects she encounters, wince and moan when a player tester decides to just keep on trucking past certain areas and never realizes the capabilities of the Elizabeth AI and ultimately missing out on the small bits of story that can be extracted from observing her character. This leads to the questions about weight of narrative in general in relation to interaction. The semiotic relations between the two, interactivity and the story that is being told on the side lines – throughout – and during the interactivity, is an area of interest. These relations are present since videogames have always been considered a complete singular media unto itself. Ludologists have argued that games and narratives are distinctly separate from one another and should be treated as such in order to pursue a better understanding of the essence of games. This segregation is rational and useful when studying games. Though as a cultural phenomenon, videogames are perceived and marketed as consumable entertainment along the lines of literature and film.
1.2 Suitable material
A framework should be made and maintained throughout this research that depends on certain criteria, for characterizing both narrative and interactivity. Such criteria should exist within a single example narrative. This would allow for analysis of the particular narrative-structure and narrative elements within a game. One exemplary game should also consist of a traditional level of interaction that is common if not standard in contemporary videogames. A prevalent narrative structure is also important as to allow for narrative analysis using contemporary methods. Therefore the elected videogame should reside on a traditional narrative such as a well-known fairy tale structure;
1. initial state of equilibrium (a description of the initial setting of the story)
2. disruption of the state of equilibrium (something bad happens)