Moderator: JC Denton
by icycalm » 04 Feb 2009 01:25
by icycalm » 04 Feb 2009 02:52
Recap wrote:if you think about it, in a game, the rules, the setting, its development are exactly the how; that's why I think we can always talk about "the narrative of a game" even when the game has no storytelling at all.
by Recap » 04 Feb 2009 12:45
icycalm wrote: if the journalists, academics and developers mentioned above had been consistently using the term 'narrative' in the manner you describe, they would have seen that the way to improve a game's narrative is not by foisting a story on to it, or by improving that story -- but by expanding and improving "the rules, the setting, the development", as you mentioned.
by icycalm » 04 Feb 2009 13:10
by icycalm » 10 Feb 2009 14:45
Games — there's no heart in them. They're not about anything that is lasting. We put so much into the writing of film scripts and plays, but not into games. And games are where the audience is going to be. In the next generation of kids, you're going to see a lot of storytelling in games. And I think it's important to invest in that. I absolutely think that gaming is a massive storytelling arena in the making and now the technology has arrived to do that. It's a fascinating time.
by icycalm » 02 Apr 2009 01:23
So what do you think is the hardest thing about writing for games?
At strip clubs, there’s a guy whose job is to talk between the strippers. He tries to do a good job and be entertaining and enthusiastic, but everybody’s just there for the nakedness. That’s a professional writer trick we call called an “analogy”. What I really mean is that game writers are the game equivalent of the guy who talks between the nude girls at strip clubs. Nobody cares about what that guy does, and anybody who does care is probably a little maladjusted. So I’d have to say the hardest part of being a game writer is learning all the writing tricks like “analogy”.
by icycalm » 14 Apr 2009 17:55
Recap wrote:if you think about it, in a game, the rules, the setting, its development are exactly the how; that's why I think we can always talk about "the narrative of a game" even when the game has no storytelling at all.
narrative |ˈnarətiv|
noun
a spoken or written account of connected events; a story : the hero of his modest narrative.
by Recap » 14 Apr 2009 19:25
n.
1. A narrated account; a story.
2. The art, technique, or process of narrating.
by icycalm » 14 Apr 2009 19:47
Recap wrote:2. The art, technique, or process of narrating.
by dA » 14 Apr 2009 19:59
icycalm wrote:And here is a flagrant demonstration of why my approach simply must be adopted, if one is to get anywhere with understanding videogames:
There are countless magazine articles, academic papers and industry interviews in which "experts" claim that videogames are "a new form of narrative medium". Now (forgetting for a moment that games are not a medium) with Recap's definition their claim is of course true, but -- surprise, surprise -- all these eggheads are not using that definition! So in one sentence they are saying that games are a new narrative medium, and in the next sentence they proceed to talk about how the stories must be improved in order for the medium to fully realize its potential.
by Molloy » 14 Apr 2009 23:37
by dA » 15 Apr 2009 00:09
by Worm » 15 Apr 2009 00:12
Molloy wrote:It's become a cliche but you always hear movie directors say the key to storytelling is "show, don't tell".
...
With games you could say "play, don't tell."
...
Older games didn't have any FMV and usually had minimal dialogue and cutscenes so they had to tell their 'story' with game mechanics, music and environments.
by icycalm » 15 Apr 2009 00:21
by Recap » 15 Apr 2009 00:33
No, you didn't say my title was wrong, but if narrative really meant something different than story it would be.
What is relevant to them is "the art, technique, or process of playing", as well as "the art, technique, or process of designing (rule systems)".
by icycalm » 15 Apr 2009 00:48
Recap wrote:you'll realize that I was never interested in the story at all nor how the story is narrated or even about a particular development, but indeed about the "possibilities" the rules determine.
Recap wrote:We can call that "the narrative of a game" because it's what determines how the events will occur.
by Recap » 15 Apr 2009 01:22
icycalm wrote:Recap wrote:you'll realize that I was never interested in the story at all nor how the story is narrated or even about a particular development, but indeed about the "possibilities" the rules determine.
Then this has nothing to do with any of the meanings of the word 'narrative'. The second meaning, as we have seen, is about storytelling.
Only the player determines how the events will occur -- within, obviously, a given possibility space. So I don't see the point in borrowing a term which was invented for a completely different purpose, and adapting it to our requirements. I mean, we already have a term for this: 'possibility space'. It's a term invented solely for games.
Of course we could define a new meaning to 'narrative', as:
narrative=possibility space
et cetera, et cetera, but I don't see any benefit to be derived from this, whilst I see many disadvantages. This issue is confusing enough as it is, and it will get even more confusing in the future (in my writings), so I need to keep things as simple as possible. And the simplest solution in this case is to say that "ideally, narrative should have absolutely nothing to do with videogames, or games of any kind".
by icycalm » 15 Apr 2009 11:19
Recap wrote:Or not really. It's about "event-telling". A subtle though crucial differentiation for this discussion.
Recap wrote:"We"?
Recap wrote:That term is hideous.
Recap wrote:And we're not "adapting" anything, we're just keeping in mind that a game involves a "succession of events", hence they gotta have their own particular narrative.
Recap wrote:In the case that "possibility space" is contemplated in those official dictionaries you and me love so much, I guess so.
Recap wrote:That's indeed quite a simple way to solve it, yeah. Then again, another one more... technical would be to indeed make everybody see that games (therefore, video-games too) do have their own particular narrative which has little to do with that of novels, movies, etc.
by icycalm » 15 Apr 2009 11:42
by Molloy » 15 Apr 2009 12:30
by Recap » 15 Apr 2009 16:27
icycalm wrote:"Event-telling", lol. Why don't you make up a few more terms that mean exactly the same thing?
"Event-telling" and playing a game (or designing a game) could not possibly be any more differentiated activities.
Recap wrote:And we're not "adapting" anything, we're just keeping in mind that a game involves a "succession of events", hence they gotta have their own particular narrative.
This is the kind of stuff I am trying to avoid. It's the kind of thing SB people would say: "events having their own narrative", lol.
It is impossible to communicate with such sentences -- they are entirely meaningless. My dog has his own narrative too.
Recap wrote:In the case that "possibility space" is contemplated in those official dictionaries you and me love so much, I guess so.
We keep having the same argument over and over again, and I seem incapable of explaining to you how philosophers use dictionaries. The result is comments like the above. But the fact of the matter is that I have a job to do, some ideas that I want to communicate, ideas which can only be communicated by adjusting a dictionary to my purposes, and no amount of opposition, on any grounds whatsoever, will prevent me from doing so.
Recap wrote:That's indeed quite a simple way to solve it, yeah. Then again, another one more... technical would be to indeed make everybody see that games (therefore, video-games too) do have their own particular narrative which has little to do with that of novels, movies, etc.
The fact of the matter is that NOT EVEN I can see this. I get confused really easily too, so I like to have separate words for separate things: i.e. a word should have as few meanings as possible, and preferably only one. This is what Wittgenstein says in the Tractatus. In the ideal logical language, each word would correspond to a single meaning, and no meaning to more than one word. About 99% (if not 100%) of our misconceptions/stupidities/breakdowns of communication occur because our languages are non-ideal.
I think the reason you do not share the urgency with which I clarify my terminology (including terms such as 'RPG', 'possibility space' and now 'narrative') is because you do not have to deal with artfags and academics
by icycalm » 15 Apr 2009 16:48
Recap wrote:because that's indeed the difference between the two meanings for "narrative":
1. = "story"
2. = "HOW the story is narrated"
Recap wrote:Man, designing a game is indeed about "event-telling". When you design a set of rules you're modelling a whole extent of [possible] events.
Recap wrote:icycalm wrote:Recap wrote:And we're not "adapting" anything, we're just keeping in mind that a game involves a "succession of events", hence they gotta have their own particular narrative.
This is the kind of stuff I am trying to avoid. It's the kind of thing SB people would say: "events having their own narrative", lol.
"Lol" at what? At a sentence or an idea I never said?
You trying to say that a game doesn't "involve a succession of events" or just refuting another idea nobody here expressed for the hell of it?
Eh, it was Icycalm himself the one who bumped the thread up after... three months? just because he was unable to find the definition in the dictionary for a word I had used!
Linguistics is not an exact science and words usually have multiple, even dozens of meanings, no matter if Icycalm likes it or not, I'm afraid. In that "ideal logical language", anyhow, every meaning/concept would also get its own word in order to have a fucking linguistic sign. So by following your logic, given that we have already some several words for the concept of "story", it seems like an utterly brilliant idea to start using the word "narrative" for this other fascinating meaning of "how something is narrated; the techniques and the process", which, other than it, doesn't have any other proper word to designate it.
I don't give a shit about today's video-games and their industry, how could I care about their "artfags" or "academics".
by icycalm » 15 Apr 2009 17:08
Recap wrote:Linguistics is not an exact science and words usually have multiple, even dozens of meanings, no matter if Icycalm likes it or not, I'm afraid. In that "ideal logical language", anyhow, every meaning/concept would also get its own word in order to have a fucking linguistic sign. So by following your logic, given that we have already some several words for the concept of "story", it seems like an utterly brilliant idea to start using the word "narrative" for this other fascinating meaning of "how something is narrated; the techniques and the process", which, other than it, doesn't have any other proper word to designate it.
by icycalm » 15 Apr 2009 17:14