Transit and Narrative Environments Response – Eric Mackie

Transit

I’ve often considered how games are an escape to a fictional adventure or journey, but this article has shed new light on the subject. It’s an interesting look into human desire when we consider how a virtually running or driving through a countryside in the convenience of our homes is more sought or desired than physically making a long, tiring, uneasy journey (for some). The ‘thrill’ of a sandbox or open-world game is giving the player complete agency in how they traverse and experience the virtual place; but we have that in real life… We must still consider that not all games and genres provide a similar ‘journey;’ considering those that provide instantaneous transport to continue an action-heavy gameplay.

 

Narrative Environments

In the context of the “Transit” reading, the explanation of what provides a narrative place assumes a particular meaning; that is, not just when a place has a narrative history, but when it can be explored and experienced in a thoughtful and slow manner, is it a narrative place. The topics of community and identity bring up the facet of immersion which is present in MMORPG/MMOG’s: The simulation of exploring a space becomes more personal and the player’s involvement/dedication to that space grows as the experience as a ‘resident’ and not as a guest. This is something not provided by various sadbox games where one assumes the role of one main character.