Something about StarCraft
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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