Post-Sructuralism and Videogames

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MzRie

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Jun 8, 2011
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So still trying to figure out what is the best way to put up reviews here, since my articles tend to be a bit longer. To that end, I'll summarize and then put a link to the full article at he bottom of the post. So, without further ado...

Post-Structuralist Programming: Narrative Action in Videogames Pt. 1

I want to look at how narrative in videogames differs from narrative in written fiction. It would be easy to simply say that playing games involves a ?doing?, being an active participant in the narrative, however it is not that simple. Reading is still an action. When reading about Ishmael, we are not actually taking part in a hunt for Moby Dick, but neither are we actually taking part in the hunt for Skeith in .hack//Infection. Why is the act of reading and turning pages as a mediator for experiencing the narrative of Never Let Me Go any different than pushing buttons as a mediator for experiencing Indigo Prophecy?

I can't go through every iteration of narratology, so I am going to focus specifically on a post-structuralist conception of narratology. Post-structuralism with respect to narratology can be said to focus on decentralization of the author and the replacement of them with the reader. What this means is that authorial intent is not the primary goal of a textual or narrative analysis of a work. Decentralizing the author allows the work to be open to new interpretations. The way a text is read by one person is not invalidated by another reading of it, but rather just another interpretation given a different situated perspective. So what does this mean for an individual reader and, more importantly, a videogame player?

If both I and my best friend read Fight Club, we will have read the exact same words. Given a game like Resident Evil 4 however, and the results are gong to be wildly different. I might search for hidden treasure to upgrade weapons, while he barrels through wit minimal upgrades. Taking a post-structural approach however we find this argument doesn't hold. Both Fight Club and Resident Evil 4 fully lay out characters, a storyline, and a world for the events of the text to take place in. In fact, when he does not experience the weapon upgrades I use, that different experience arises out of his socio-cultural position in the same way that I might not experience the Freudian themes in Fight Club. The parts are all there, I don't make new pieces of the game and he doesn't write new words, but our experience differs because of the way we engage the text

A videogame has 2 ?narratives?, the unchanging story, and the narrative of player action. Here is where the confusion comes in,because the story of a videogame does conform to the kind of narrative found in literature, unchanging in form but malleable in interpretation. Playing the game is, however, a separate narrative all it's own authored by the player. To go back to Fight Club for a moment,my experience with it would be closer to that of Resident Evil 4 if I could change the words while keeping the overall narrative(here used in the older sense) intact i.e. putting more detail into the descriptions of mundane actions such as rendering fat. Doing so would change the narrative entirely, but videogames have dual narratives which rely on each other but are distinct entities. Doing so would change the narrative entirely, but videogames have dual narratives which rely on each other but are distinct entities. I could ignore all plot elements of Final Fantasy in the same way that could watch a series of cutscenes without playing. In both cases, a narrative remains intact, but the videogame requires that both narratives have a symbiotic relationship of sorts to be a complete work.

The full article is at http://www.theanalyticalcouchpotato.com/2011/07/post-structuralist-programming.html
 

orangeapples

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Aug 1, 2009
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Very interesting analysis (I only read what you posted here because what you linked looked too long). I think the problem that a lot of people have like you said is comparing different mediums.

A video game is not a movie, a movie is not a book, a book is not a video game. yes, they have similar ideas and inner workings, but that is because they are all narratives. But the progression between the three are not the same.
When one read a book, it follows a systematic progression: chapter 1, chapter 2, chapter 3... where one does not skip chapter 7 because it is not important to the plot. Every turn of the page is the reader saying, 'I want to know more'
When a person watches a movie, the information is unfolding in front of them with no option of their own (other than stopping/leaving the movie). When watching a movie the audience is passive and says, 'Okay, what happens next?'
With video games, people have a very unique option. They may choose to be 'Okay, what happens next?' and move the plot forward or they could choose to dig into the game with the 'I want to know more' approach and find the optional chapter 13.5.
However, no matter what (with the above noted exception), the audience will experience the beginning middle and end.

The problem with comparing different mediums of a similar larger umbrella is that they are not all the same.
That is like if I were to compare Call of Duty, Tetris and Pokemon. They are all video games, so I should be allowed to compare them, yes? No. They are all great in their own right and are all video games, but they unfold in very different ways.
 

MzRie

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Jun 8, 2011
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I'm not sure I agree with you thought at the end there about not comparing Tetris, Pokemon, and Call of Duty. While they play very differently (and Tetris doesn't have a traditional narrative, unless you want to extend narrative to game engine which I would not), they all have the common thread of the secondary narrative I describe. So, while I would not compare Tetris to Call of Duty in most ways, I think it is important to understand that second narrative as being a defining thread among all games to mark them as videogames.