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	<title>Comments on: Myths of Videogame Storytelling</title>
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	<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling</link>
	<description>The Journal of Poorly-Explained Phenomena</description>
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		<title>By: Chuck</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-305</link>
		<dc:creator>Chuck</dc:creator>
		<pubDate>Thu, 26 Feb 2009 20:31:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-305</guid>
		<description>Well, thanks. I reserve the right to keep writing about games on here; I don&#039;t think I can avoid it. I&#039;m just bored with the dissertations and am more interested in starting discussions.

(That I&#039;m in control of).</description>
		<content:encoded><![CDATA[<p>Well, thanks. I reserve the right to keep writing about games on here; I don&#8217;t think I can avoid it. I&#8217;m just bored with the dissertations and am more interested in starting discussions.</p>
<p>(That I&#8217;m in control of).</p>
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		<title>By: Jesse billed as Jesse</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-304</link>
		<dc:creator>Jesse billed as Jesse</dc:creator>
		<pubDate>Thu, 26 Feb 2009 16:54:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-304</guid>
		<description>Thanks for the tip--though your description makes it sound pretty deadly. Sayeth the pot, maybe, but still.

I&#039;d hate to be construed as anti-narrative, though, just to be clear.  &#039;ray narrative!

And bringing it all back home: I&#039;ve enjoyed reading your thoughts.  You write with clarity and precision without being reductive, at least to these eyes, which is a pleasure.  Thanks.</description>
		<content:encoded><![CDATA[<p>Thanks for the tip&#8211;though your description makes it sound pretty deadly. Sayeth the pot, maybe, but still.</p>
<p>I&#8217;d hate to be construed as anti-narrative, though, just to be clear.  &#8216;ray narrative!</p>
<p>And bringing it all back home: I&#8217;ve enjoyed reading your thoughts.  You write with clarity and precision without being reductive, at least to these eyes, which is a pleasure.  Thanks.</p>
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		<title>By: Chuck</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-303</link>
		<dc:creator>Chuck</dc:creator>
		<pubDate>Thu, 26 Feb 2009 06:13:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-303</guid>
		<description>Jesse, there&#039;s a ton of discussion out there along the same lines as you&#039;re talking about: how to develop an understanding of games as separate from comparing them to linear narrative. I can&#039;t give you any links, I&#039;m afraid, since I don&#039;t usually keep track of that stuff: it tends to be way too academic to interest me, and they use terms like &quot;ludonarrative dissonance&quot; and that makes me sad.

You could try starting with Gamasutra&#039;s &lt;a href=&quot;http://www.gamesetwatch.com/&quot; rel=&quot;nofollow&quot;&gt;GameSetWatch&lt;/a&gt; blog, which frequently links to long-form articles from people blogging about games. They usually link to each other, so you can just follow the trail from there and see where the discussion goes.

I don&#039;t have a lot to contribute to the discussion, either, since that kind of thing doesn&#039;t interest me. In fact, the &quot;myths of videogame storytelling&quot; posts on this blog started partly as a counter to that: there seemed to be a growing sense that we&#039;d done all we can with narratives in games, so it was time to abandon that and invent this Entirely New Language of Videogame Design! I think that mixing things up and innovation are desperately needed, but to say that we&#039;ve even come &lt;em&gt;close&lt;/em&gt; to hitting the limit of what games can do with traditional narratives, is completely ridiculous. We&#039;re just barely &lt;em&gt;starting&lt;/em&gt; to see people really experimenting with videogame storytelling.</description>
		<content:encoded><![CDATA[<p>Jesse, there&#8217;s a ton of discussion out there along the same lines as you&#8217;re talking about: how to develop an understanding of games as separate from comparing them to linear narrative. I can&#8217;t give you any links, I&#8217;m afraid, since I don&#8217;t usually keep track of that stuff: it tends to be way too academic to interest me, and they use terms like &#8220;ludonarrative dissonance&#8221; and that makes me sad.</p>
<p>You could try starting with Gamasutra&#8217;s <a href="http://www.gamesetwatch.com/" rel="nofollow">GameSetWatch</a> blog, which frequently links to long-form articles from people blogging about games. They usually link to each other, so you can just follow the trail from there and see where the discussion goes.</p>
<p>I don&#8217;t have a lot to contribute to the discussion, either, since that kind of thing doesn&#8217;t interest me. In fact, the &#8220;myths of videogame storytelling&#8221; posts on this blog started partly as a counter to that: there seemed to be a growing sense that we&#8217;d done all we can with narratives in games, so it was time to abandon that and invent this Entirely New Language of Videogame Design! I think that mixing things up and innovation are desperately needed, but to say that we&#8217;ve even come <em>close</em> to hitting the limit of what games can do with traditional narratives, is completely ridiculous. We&#8217;re just barely <em>starting</em> to see people really experimenting with videogame storytelling.</p>
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		<title>By: jmackley</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-302</link>
		<dc:creator>jmackley</dc:creator>
		<pubDate>Thu, 26 Feb 2009 02:54:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-302</guid>
		<description>Touche!</description>
		<content:encoded><![CDATA[<p>Touche!</p>
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		<title>By: Jesse billed as Jesse</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-301</link>
		<dc:creator>Jesse billed as Jesse</dc:creator>
		<pubDate>Wed, 25 Feb 2009 17:41:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-301</guid>
		<description>Well, I&#039;m sorry to have misunderstood you, and sorry indeed to have horrified you!

I like your point about the insatiable human thirst for hearing the same story again and again; &quot;Hamster Huey and the Gooey Kablooie,&quot; eh wot?

It seems what horrified is the concept of a prescriptive theory of game design. I am more interested in a descriptive analysis of the experience of playing any &quot;good&quot; game.

And may I point out that in the effort to decry such a thing, you have yourself engaged in it: &quot;Games must offer something new.&quot;

Well put!  And that points  to a starting point for the analysis, perhaps. We can say the first stage of engaging any &quot;good&quot; (in quotes to acknowledge the subjectivity of such a thing) game is a byproduct of novelty: intrigue. A game must first intrigue.

You seem to feel there is no more to say, however. &quot;Games must offer something new,&quot; full stop.  Maybe.

Maybe not, though. To say &quot;a game must offer something new&quot; is to describe a game, whereas I am proposing an analysis of a player.  For example, let&#039;s take intrigue as a starting point.  What might come next?  Perhaps we could call the subsequent stage familiarization. One learns how, basically, the game works.  Perhaps we could call a third stage &quot;challenge evaluation.&quot;  One is intrigued by a game, one learns how it works, and then, crucially, one evaluates the challenge: &quot;now that I know how to play, do I want to?&quot;

Is that all?  Maybe. Maybe the only universal game experiences are intrigue, familiarization, and then a recurring cycle of challenge evaluation, with the player continuing to play until the answer to the challenge evaluation is &quot;no.&quot;. Even with a game that has an ending, like Monkey Island or Super Mario World, one could say the end is just another opportunity for challenge evaluation: &quot;do I want to play this again?&quot;. So maybe that&#039;s all that can be said.

But maybe not.

Anyway, enough.  The line of thought intrigues me, but I can&#039;t fault anyone for finding such analysis dull, pointless, and obvious.  Or even, so it seems, irritating.  Fair enough, enough said.</description>
		<content:encoded><![CDATA[<p>Well, I&#8217;m sorry to have misunderstood you, and sorry indeed to have horrified you!</p>
<p>I like your point about the insatiable human thirst for hearing the same story again and again; &#8220;Hamster Huey and the Gooey Kablooie,&#8221; eh wot?</p>
<p>It seems what horrified is the concept of a prescriptive theory of game design. I am more interested in a descriptive analysis of the experience of playing any &#8220;good&#8221; game.</p>
<p>And may I point out that in the effort to decry such a thing, you have yourself engaged in it: &#8220;Games must offer something new.&#8221;</p>
<p>Well put!  And that points  to a starting point for the analysis, perhaps. We can say the first stage of engaging any &#8220;good&#8221; (in quotes to acknowledge the subjectivity of such a thing) game is a byproduct of novelty: intrigue. A game must first intrigue.</p>
<p>You seem to feel there is no more to say, however. &#8220;Games must offer something new,&#8221; full stop.  Maybe.</p>
<p>Maybe not, though. To say &#8220;a game must offer something new&#8221; is to describe a game, whereas I am proposing an analysis of a player.  For example, let&#8217;s take intrigue as a starting point.  What might come next?  Perhaps we could call the subsequent stage familiarization. One learns how, basically, the game works.  Perhaps we could call a third stage &#8220;challenge evaluation.&#8221;  One is intrigued by a game, one learns how it works, and then, crucially, one evaluates the challenge: &#8220;now that I know how to play, do I want to?&#8221;</p>
<p>Is that all?  Maybe. Maybe the only universal game experiences are intrigue, familiarization, and then a recurring cycle of challenge evaluation, with the player continuing to play until the answer to the challenge evaluation is &#8220;no.&#8221;. Even with a game that has an ending, like Monkey Island or Super Mario World, one could say the end is just another opportunity for challenge evaluation: &#8220;do I want to play this again?&#8221;. So maybe that&#8217;s all that can be said.</p>
<p>But maybe not.</p>
<p>Anyway, enough.  The line of thought intrigues me, but I can&#8217;t fault anyone for finding such analysis dull, pointless, and obvious.  Or even, so it seems, irritating.  Fair enough, enough said.</p>
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		<title>By: jmackley</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-300</link>
		<dc:creator>jmackley</dc:creator>
		<pubDate>Wed, 25 Feb 2009 15:39:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-300</guid>
		<description>No, no.  You misunderstand me.
I find the concept of a unifying game design theory horrid, and at best unhelpful.

Games must offer something new, otherwise there is no point in playing them.  People just play the old game until something that offers a different experience comes along.

Codifying game design is self defeating.
With stories on the other hand, humans love hearing the same damn thing over and over.</description>
		<content:encoded><![CDATA[<p>No, no.  You misunderstand me.<br />
I find the concept of a unifying game design theory horrid, and at best unhelpful.</p>
<p>Games must offer something new, otherwise there is no point in playing them.  People just play the old game until something that offers a different experience comes along.</p>
<p>Codifying game design is self defeating.<br />
With stories on the other hand, humans love hearing the same damn thing over and over.</p>
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		<title>By: Jesse billed as Jesse</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-299</link>
		<dc:creator>Jesse billed as Jesse</dc:creator>
		<pubDate>Wed, 25 Feb 2009 07:31:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-299</guid>
		<description>I&#039;d certainly hate to cause irk and ire. But &quot;Poetics&quot; (thanks for eruditifying me, I appreciate it) simply does not, I think, apply to something like &quot;The Incredible Machine.&quot;

You can certainly make a strong argument that story games are a special case, and cannot be meaningfully compared to, say, &quot;Space Invaders&quot;.  That would seem to be common sense.  Which, I&#039;m sure you&#039;ll agree, is plenty good reason to question it.

I&#039;m proposing that just as the insights of &quot;Poetics&quot; apply equally to Macbeth and McGyver, any universal theory of gaming has to take into account both Monkey Island and Pachinko. By applying critical thought to look for common elements between such incredibly divergent pastimes--which yet are obviously both games and nothing else--we can perhaps arrive at an analysis of what makes a game &quot;work,&quot; what makes a game compelling. That analysis, I suspect, would lead us to look at story games with perhaps greater insight than &quot;Poetics&quot; can be expected to.

Of course, if you can convincingly apply &quot;Poetics&quot; to &quot;Tempest&quot;, that&#039;s a job well done.</description>
		<content:encoded><![CDATA[<p>I&#8217;d certainly hate to cause irk and ire. But &#8220;Poetics&#8221; (thanks for eruditifying me, I appreciate it) simply does not, I think, apply to something like &#8220;The Incredible Machine.&#8221;</p>
<p>You can certainly make a strong argument that story games are a special case, and cannot be meaningfully compared to, say, &#8220;Space Invaders&#8221;.  That would seem to be common sense.  Which, I&#8217;m sure you&#8217;ll agree, is plenty good reason to question it.</p>
<p>I&#8217;m proposing that just as the insights of &#8220;Poetics&#8221; apply equally to Macbeth and McGyver, any universal theory of gaming has to take into account both Monkey Island and Pachinko. By applying critical thought to look for common elements between such incredibly divergent pastimes&#8211;which yet are obviously both games and nothing else&#8211;we can perhaps arrive at an analysis of what makes a game &#8220;work,&#8221; what makes a game compelling. That analysis, I suspect, would lead us to look at story games with perhaps greater insight than &#8220;Poetics&#8221; can be expected to.</p>
<p>Of course, if you can convincingly apply &#8220;Poetics&#8221; to &#8220;Tempest&#8221;, that&#8217;s a job well done.</p>
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		<title>By: jmackley</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-298</link>
		<dc:creator>jmackley</dc:creator>
		<pubDate>Wed, 25 Feb 2009 02:20:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-298</guid>
		<description>I have the opposite reaction.  These to me all form a defense of the existing form.  There is no undiscovered country here (which is death, btw).
As to the &#039;POETICS&#039; of interactivity...now you&#039;re just trying to make me mad.</description>
		<content:encoded><![CDATA[<p>I have the opposite reaction.  These to me all form a defense of the existing form.  There is no undiscovered country here (which is death, btw).<br />
As to the &#8216;POETICS&#8217; of interactivity&#8230;now you&#8217;re just trying to make me mad.</p>
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		<title>By: Jesse billed as Jesse</title>
		<link>http://www.spectrecollie.com/archives/2009/02/myths-of-videogame-storytelling/comment-page-1#comment-297</link>
		<dc:creator>Jesse billed as Jesse</dc:creator>
		<pubDate>Tue, 24 Feb 2009 17:55:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1172#comment-297</guid>
		<description>Okay, well put. And yet, to me, your ruminations have pointed to an undiscovered country.  Your critical skills are acute, and I wonder if you have any interest in talking about a theory of game structure that breaks from the theories of dramatic structure that date back to Aristotle.

A dry exploration, to be sure, and I couldn&#039;t fault you for having no interest.  But if you did, I&#039;d propose this as a place to start:

The traditional map of dramatic structure--exposition, rising action, etc.--can be taken a writing guide, but  it&#039;s also a map of the audience&#039;s inner experience during the course of a good story (or at least, so one hopes).  But is this in fact also the map of a player&#039;s inner experience during the course of a good game. Does it even make sense to talk about the inner experience had while playing a game (curiosity, frustration, pride at achievement, etc.) the same way one talks about the inner experience had while being entertained by a story (fear, joy, anger, etc.)?  How would one map a person&#039;s inner state over the course of playing a great game, and what would one label the axes?

An intriguing thing about this line of thought, to me, is that it potentially provides a unified theory that can be used to compare wildly different games, such as Fallout 3 and World of Goo.

But anyway, like I say, I couldn&#039;t fault you for seeing that as an even more pointless diversion from the important work of actually making games.</description>
		<content:encoded><![CDATA[<p>Okay, well put. And yet, to me, your ruminations have pointed to an undiscovered country.  Your critical skills are acute, and I wonder if you have any interest in talking about a theory of game structure that breaks from the theories of dramatic structure that date back to Aristotle.</p>
<p>A dry exploration, to be sure, and I couldn&#8217;t fault you for having no interest.  But if you did, I&#8217;d propose this as a place to start:</p>
<p>The traditional map of dramatic structure&#8211;exposition, rising action, etc.&#8211;can be taken a writing guide, but  it&#8217;s also a map of the audience&#8217;s inner experience during the course of a good story (or at least, so one hopes).  But is this in fact also the map of a player&#8217;s inner experience during the course of a good game. Does it even make sense to talk about the inner experience had while playing a game (curiosity, frustration, pride at achievement, etc.) the same way one talks about the inner experience had while being entertained by a story (fear, joy, anger, etc.)?  How would one map a person&#8217;s inner state over the course of playing a great game, and what would one label the axes?</p>
<p>An intriguing thing about this line of thought, to me, is that it potentially provides a unified theory that can be used to compare wildly different games, such as Fallout 3 and World of Goo.</p>
<p>But anyway, like I say, I couldn&#8217;t fault you for seeing that as an even more pointless diversion from the important work of actually making games.</p>
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