Markku Eskelinen: 500 Words on ”Game Design as Narrative Architecture” by Henry Jenkins
[In Noah
Wardrip-Fruin and Pat Harrigan (Eds.) First Person. Cambridge: MIT
Press, forthcoming]
For some
reason Henry
Jenkins doesn’t define the contested concepts (narratives, stories, and
games) so central to his argumentation. That’s certainly an effective way of
building a middle ground (or a periphery), but perhaps not the most convincing
one.
Jenkins
follows the familiar strategy of comparative media studies in reducing all
media to story-telling (and story-selling) channels. He assumes computer games
to be a story-telling medium among many others. This is problematic for a
number of reasons, not the least because stories and games are equally
media-independent modes. They have also co-existed for millennia without being
reduced to each other.
Jenkins
also misrepresents a dispute (on the usefulness of narratology) important parts
of which he seems to be unaware of. It has its roots both in Espen Aarseth’s Cybertext
(1997), which deals extensively with the relationship between stories and
games, showing elementary differences in communicative structures of narratives
and adventure games and Gonzalo Frasca’s introduction of ludology to computer
game studies at the first Digital Arts and Culture conference in 1998. A
discussion of the present topic, which ignores these works, cannot hope to
break new ground. A few facts of cultural history wouldn’t hurt either: as the
oldest astragals (forerunners of dice) date back to prehistory I’m not so sure
“games fit within a much older tradition of spatial stories”.
From the
highly variable viewpoints of formal narratology (Genette, Prince, Chatman),
deconstruction and experimental fiction Jenkins’ “spatial story” is a bit naive
thematic construct; from the ludological perspective it is simply useless.
Spatiality is an important factor in computer games, but that very fact makes
architecture, choreography, sculpture or even orienteering far more important
to game scholars and designers than any travelogue or myth.
Jenkins
limits his search to locating superficial similarities in content between games
and narratives, while choosing to ignore crucial and incontestable formal
differences between them. To the detriment of his approach there are no
specific narrative contents, only contents. Consequently, only some
combinations and arrangements of events and existents become game elements;
others become stories or performance art.
If we study
games and narratives as bodies of information, elementary differences multiply
again. According to the well-known phrase of David Bordwell narration is “the
process whereby the film’s sjuzet and style interact in the course of cueing
and constraining the spectator’s construction of the fabula”. In games there
are other kinds of dominant cues and constraints: rules, goals, the necessary
manipulation of an equipment, and the affect of possible other players for
starters. This means that information is distributed differently (invested in
formal rules for example), it is to be obtained differently (by manipulating
the equipment) and it is to be used differently (in moving towards the
goal).
By
systematically ignoring and downplaying the importance of these and other
formal differences between games and narratives as well as the resulting
cognitive differences, Jenkins runs the risk of reducing his comparative media
studies into repetitive media studies seeing, seeking and finding stories, and
nothing but stories, everywhere. Such pannarrativism could hardly serve any
useful ludological or narratological purpose.
Jenkins’
text is entertaining, but his criteria would turn Zelda into a musical
instrument, gardening into a spatial narrative, Picasso’s Guernica into
a bombing, and every novel and film describing games into a game. Players,
readers and spectators usually need prior knowledge, but there’s no reason to
privilege any particular source for that information.
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