New Fictional forms (big quote)

From: Michael Dawson <mdawson_at_mac.com>
Date: Thu, 20 Mar 2003 09:30:06 -0500


I find this sort of analysis fascinating.

I swiped this directly off of macgamer.com-- http://www.macgamer.com/news/item.php?id=6613

"New Fictional Forms Through Games-- Wednesday, March 19, 2003 - 11:45
am

  While stereotyped as violent and mindless, the artificial intelligence and behavioral programming in modern games has begun to reveal new forms of emergent narrative, or so writes Julian Stallabrass in
"Computer Fictions," published in the UK's Prospect Magazine.

  Stallabrass starts off by discussing the 8-bit classic space exploration game Starflight. From there, he moves into more modern ground, and covers Deus Ex, shooters, role-playing games, and arcade games, and how their increasing complexity and capacity for simulation is causing new and unexpected narratives to emerge from deceptively shallow-looking game worlds. He is fully aware of current limitations, though, as revealed in this discussion of Deus Ex: Computer games now present players with increasingly rich environments offering complex interaction. Yet narrative remains limited. While a child with dolls or soldiers can spin tales of great length and flexibility, the stories in games remain simple and linear. The more choices granted to a player, the more storylines proliferate, and each needs to be scripted by someone. One solution is to make the narrative branches cross; so in the cyberpunk RPG, 'Deus Ex', the choices made by the player shuffle the order of the games' episodes. (This game offered the player three different endings, all morally troublesome, based on the premise of the player as a government agent fighting "terrorists" who turn out to be at least no worse than his employers.) Such a tactic reduces the number of narrative branches, but at the cost of not being able to build into the story any memory of the order in which things take place-thus, many of 'Deus Ex's' episodes act as independent missions, rather than chapters in a story. In novels, the reader is carried from one episode to the next without any options other than to stop reading, yet the number and complexity of connections between episodes is almost unlimited. In computer games, as a direct result of offering choice to the player, the more open the narrative, the more amnesiac the game.
  For the rest of the discussion of what is emerging as games become more complex, take a look at Prospect Magazine's "Computer Fictions," by Julian Stallabrass. "

(That's the March issue of Prospect, no longer available for free online.)

It _is_ a challenge to write a scenario arc that doesn't end in the same place regardless of the path you take--aside from the differing endings of ultimate victory or failure.
Even the biggest variation of a planned arc I've run has had only limited effect on the campaign as it continued. (I fully expected the heroes to fail a very difficult quest and be stranded far from home. They nevertheless succeeded and as a result skipped the entire River of Cradles scenario arc.)
Can anyone think of a campaign arc that DOESN'T end in the same place regardless of how the characters acted? Sure, the HEROES may be in a different place (married Jezra/buried Jezra, fought off the watchdog at the cradle/killed by dragonewts, freed Kallyr from the ice/dead on the ground)
but is there something out there where the published campaign can end in completely different narrative places?

Mike
http://differentgames.onestop.net/

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