Posts tagged: rules

Something about StarCraft

StarCraft 2 Logo

Hell, its about time.

To jump on a hyped-up bandwagon: StarCraft.  That long-awaited sequel to a game I did actually play, rather religiously, back when it was current.  I can’t say that I was among those eagerly awaiting its return, but it is a bit like an old friend you haven’t seen in a long time, and he’s aged rather well. That said, SC2 is a wonderful example for any of those theorists still in the games-aren’t-stories camp, because SC2, despite its substantial overhaul of narrative delivery technique, still doesn’t do it very well.  The “game” bit of StarCraft really, really does not want to tell a story, while the story bits aren’t game-like at all.

I will keep the recap very very brief as I’m sure most of us are familiar with the narratology vs. ludology ‘debate’ that took place–and if you aren’t, look up First Person: New Media as Story, Performance and Game, and you’ll get the gist.  Essentially the argument is that because narratives are constructed by an author to be accessed by a reader in a particular order and at a particular pace, they deliver story in a very precise, author-controlled way.  Games on the other hand are rule-bound systems which are by their nature very unpredictable and largely place control in the hands of the player.  While neither of these statements are unequivocally true, StarCraft would be a great example of how stories-in-videogames simply doesn’t work.  (I have maintained for a while now that videogames are not just games, so we can’t judge them purely on their game-like qualities.  Keep that in mind.) Read more »

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Contemplating Rules

Referee's Whistle

A tool useful when contemplating rules.

The following is sort of a post-article writing meditation on what I think I’m saying in a forthcoming piece on Fable 2.  Keep an eye on the SCAN Media Journal for a long review/critique of Fable 2 that opens up the idea of different rule sets in an example game.

In the field of game studies, we find ourselves talking about ‘rules’ a lot.  The rules of a game are the most obvious, and often the most valued.  Think of Marrku Eskelinen and early Jesper Juul–they both describe game rules in very clear terms as being a recognisable structure that we can point at, discuss, critique etc.  We learn the rules of the game in order to play, if we break them we are cheaters, etc.  They can be negotiated on the fly in certain types of (children’s) games, that sort of thing.

When looking to narratology, we can discern a different set of rules, the rules of ‘narrative.’  I would argue that these are rules of a different order, more meta-rules for building a good narrative, not content-rules of a particular narrative.  Like the meta-rule of what a game is (should be fair, have quantifiable outcome), the structuralist rules of what a narrative is (beginning, middle, end, having a narrator) are upheld by the narrative, not described within it.  So, the rules of an individual game are not identical to rules of games in general.  Similarly, the rules of narrative (structure) are not the same as rules that apply within a particular narrative.  And quite obviously, the rules that define general narrative and general game are not the same thing either–this is essentially the basis of the narratology vs ludology debate.

However, videogames are not ‘games’ nor are they ‘narratives’ they are, above all, videogames.  A new form of media/expression/art/software that hasn’t been properly defined or criticised yet.  I believe we are getting close, however, as the frame of the general debate has shifted in the last couple years.  A lot of it has to come down to language, and the precision with which we apply certain words.  So a word like ‘game’ needs to not be confused with ‘videogame’ in certain contexts.  Because if we are talking about the rules of a particular game, we may or may not be talking about its particular instantiation within a videogame.  We seem to have a fairly decent grip on the fact that the ‘narrative’ doesn’t account for the entire videogame, but perhaps because of the funny word play involved, it seems that earlier theory tried to substitute the game (rules) for the whole videogame. Read more »

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