Latest Articles

Site Survey

Sponsored Links

Games are Spatial Stories Print E-mail
Written by Ninox   
Thursday, 29 June 2006

An extremely brief history of video games as an academic study has two main opposing camps. On one side you had the narratologists who were interested in videogames as narratives, who were therefore often concerned with how games could tell better stories. On the other side you had the ludologists who advocated that video games should be studied as games and a form of play, arguing video games could not be viewed in the same way as existing media like film and television. One of the concepts to emerge from both camps was the concept of games as spatial stories, a concept that seemed to set them apart from other media like film and television. Indeed Aarseth claimed that spatiality is defining element in computer games.

Video games become spaces for narratives to happen rather than formal storylines. Henry Jenkins noted the similarity of video games to travel writing, observing that both privilege exploration, navigation and colonization of space. Similarly the prevalence of epic journeys and depictions of detailed worlds within the fantasy genre, readily adapted by game developers, relates to this spatial predilection. In video games “plot is transformed into a generic atmosphere –a haunted house, a subterranean cavern, a futuristic cityscape, an icy wilderness that the player can explore” (Jenkins 1995).

Bernadette Flynn, an Australian researcher working at Griffith University, thinks that rather than using traditional narrative structures, video games take pieces from the world’s cultural database, placing them together in a spatial structure. Using that imagery we can think of videogame worlds as rich depositories of countless fragments of stories that the player accesses by moving across the world, building their own story as they go.

The story I write in each game as I play it is constructed of seemingly incoherent pieces. I might fight an evil sith apprentice, appreciate the view of a dark temple, manage my inventory, level up my powers and run to the temple door more or less simultaneously. It all occurs in a spatial context, events happen in particular place and I have to travel through them to continue the game. I advance in the narrative that arcs over the game but it doesn’t really matter to me. As Henry Jenkins noted the story is just a pretext for the space, a reason for the elaborate world I am playing in.

It’s a bit like real life really. We might live with a master narrative in our mind – find job, get rich, finish degree in my case – but our lives are made up of many fragments that tumble together into a timeline of lived reality composed of breakfasts, bio breaks and often boredom. Rather than being the poor cousin of film and literature, bereft in its lack of intellectual story, video games are revealed instead as a new form of narrative that operates in new ways. Or as Jenkins puts it videogames are the “landscape of my own saga” (Jenkins 1995).

 



Aarseth, Espen. Allegories of Space: The Question of Spatiality in Computer Games. In Eskelinen, Markku & Koskima, Raine (eds) Cybertext Yearbook 2000. 2000

Jenkins, Henry. Game Design as Narrative Architecture. In Wardrip-Fruin, Noah & Harrigan Pat (eds) First Person: New Media as Story, Performance, and Game. 2004

Jenkins, Henry and Fuller, Mary. Nintendo and New World Travel Writing: A Dialogue, in S.G. Jones (ed), Cybersociety, Sage Publications.1995

Flynn, Bernadette. Games as Inhabited Spaces. Media International Australia No 110 February 2004

Flynn, Bernadette . Languages of Navigation within Computer Games. http://hypertext.rmit.edu.au/dac/papers/Flynn.pdf

 

Discuss this article


Ninox
About the author:
 
< Prev   Next >