10. NARRATOLOGY. NARRATODAY. NARRATOMORROW.

       They have not made a convincing mark yet, but the technologies of video gaming point toward groundbreaking possibilities for approaching narrative. Yet many feel that a narratological approach to the medium is unhelpful as it reduces the form to a one-dimensional viewing apparatus, or that it discounts the complex, networked, digital aspect of gaming. The fundamental difference between a narrative form and a video game:

is probably best described with the word choice. Even in games of 'pure' chance there is a choice: what to bet on, how much to bet, and so on…If the choices presented to a player are so limited that they clearly seem to lead the action in one unavoidable direction, they become quasi-choices, and the game becomes a quasi-game…the story disguises itself as a game using the game technology to tell itself 7.

Gonzalo Frasca elaborates on the difference between narrative media and games, by categorizing games as simulational and narrative as representational:

To simulate is to model a (source) system through a different system which maintains (for somebody) some of the behaviours of the original system …Traditional media are representational … they excel at producing both descriptions of traits and sequences of events (narrative)8.

I align myself with the positions of Aarseth and Frasca, as I believe that the current popular attitude toward video games as extensions or an evolution of cinema is crippling the potential of the medium. By virtue of being thrown into the mass entertainment market and hoping to flourish, games had to keep a competitive edge and they quickly found that the biggest fish in the sea was the film industry. They have subsequently modeled their mode of production after the Hollywood studio system, pouring multi-millions into development and distribution. To limit the possibility of failure, games have to disguise themselves as easily consumed narrative objects. The inherent problem with this is the continued contribution to the confusion of the gamer, who is quick to report how movie-like a current hot title is. Within the cloak of Hollywood realist cinema, games are easily subsumed into popular discourse. As a result, the ideological implications of game scenarios are not at all apparent to the gameplayer. While it makes sense for Frasca and Aarseth to motivate an understanding of alternate approaches to games at the theoretical level, the manufacturers and advertisers of digital media effectively overpower them with their dollars. Although a new media scholar may be quick to take up a ludological perspective, games will continue to be consumed as nuggets of popular culture - so realistic, so Hollywood.



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.