narratology

  • On choice architectures

    Yesterday Andrew Vanden Bossche posted a great article called The Tyranny of Choice in response to the formal questions about narrative that were in my post A Letter to Leigh.

    In the article, Andrew argues that every system by its very nature is a statement, not a dialogue. After all, if we artificially control the boundaries of the system, then every system imposes a worldview. (This is the same argument made about how the original SimCity espoused liberal politics through its simulation).

    There are not some games that subvert player agency, and others that grant it. Rather, all games, by nature of being games, by nature of being systems, inherently restrict player agency in the exact same ways. The difference between the games with this โ€œaesthetic of unplayabilityโ€ (as Koster calls it) and any other game is nil. Other games are merely better at hiding their true nature.

    โ€ฆI question whether there is a difference at all between this games that subvert and refuse player agency and those that encourage and celebrate it. I wonder whether player agency, as we know it, this quality we assume games just naturally have, is actually an illusion. Koster implies that games are capable of create dialogue with their systems; I believe games can only make statements.

    This led to a great little discussion with Andrew and also with Andrew Doull, which I have captured as a Storify post here.

    It led me to think a bit about architectures of choice. As Andrew Vanden Bossche put it, โ€œif a โ€˜fakeโ€™ choice is as meaningful as a โ€˜realโ€™ one, is there a difference?โ€

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  • Narrative isn’t usually content either

    When I said that narrative was not a game mechanic, but rather a form of feedback, I was getting at the core point that chunks of story are generally doled out as a reward for accomplishing a particular task. And games fundamentally, are about completing tasks — reaching for goals, be they self-imposed (as in all the forms of free-form play or paideia, as Caillois put it in Man, Play and Games) or authorially imposed (or ludus). They are about problem-solving in the sense that hey are about cognitively mastering models of varying complexity.

    Some replies used the word “content” to describe the role that narrative plays. But I wouldn’t use the word content to describe varying feedback.

    In other words, perverse as it may sound, I wouldn’t generally call chunks of story “game content.” But I would sometimes, and I’ll even offer up a game design here that does so.

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