{"id":48,"date":"2012-08-21T19:36:39","date_gmt":"2012-08-21T23:36:39","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2015\/?page_id=48"},"modified":"2015-09-02T08:45:42","modified_gmt":"2015-09-02T12:45:42","slug":"48-2","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2015\/48-2\/","title":{"rendered":"Games vs. Stories"},"content":{"rendered":"<p><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader1.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-57 aligncenter\" title=\"invader1\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader1.jpg\" alt=\"\" width=\"512\" height=\"943\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader2.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-58 aligncenter\" title=\"invader2\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader2.jpg\" alt=\"\" width=\"512\" height=\"772\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader2.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader2-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader4.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader4.jpg\" alt=\"\" title=\"invader4\" width=\"512\" height=\"772\" class=\"aligncenter size-full wp-image-61\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader4.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader4-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader5.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader5.jpg\" alt=\"\" title=\"invader5\" width=\"512\" height=\"772\" class=\"aligncenter size-full wp-image-63\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader5.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader5-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader6.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader6.jpg\" alt=\"\" title=\"invader6\" width=\"512\" height=\"772\" class=\"aligncenter size-full wp-image-64\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader6.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader6-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader7.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader7.jpg\" alt=\"\" title=\"invader7\" width=\"512\" height=\"772\" class=\"aligncenter size-full wp-image-65\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader7.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader7-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader8.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader8.jpg\" alt=\"\" title=\"invader8\" width=\"512\" height=\"772\" class=\"aligncenter size-full wp-image-66\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader8.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader8-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader9.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader9.jpg\" alt=\"\" title=\"invader9\" width=\"512\" height=\"773\" class=\"aligncenter size-full wp-image-67\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader9.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader9-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader10.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader10.jpg\" alt=\"\" title=\"invader10\" width=\"512\" height=\"774\" class=\"aligncenter size-full wp-image-68\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader10.jpg 512w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/invader10-198x300.jpg 198w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/a><\/p>\n<div id=\"presentation\">\n<p>\n<strong>Brainstorm: <\/strong>let&#8217;s create a cloud of words and concepts along an hypothetical games &#8211; stories axis.<\/p>\n<p><em>This dichotomy created a lot of discussion among designers and theorist in the last 10 years or so regarding the best approach to the study of videogames.<\/em><\/p>\n<h1>Ludology vs Narratology<\/h1>\n<blockquote><p>If I throw a ball at you, I don&#8217;t expect you to drop it and wait until it starts telling stories<br \/>\nMarkku Eskelinen &#8211; Towards Computer Game Studies<\/p><\/blockquote>\n<p>\nLudology was in part a response to what was perceived as an ideology within academia:<\/p>\n<p><strong>Narrativism<\/strong><br \/>\nStorytelling is the only mode we have to communicate, express and make sense of the world.<br \/>\n<em>Games tell stories, architecture tells stories etc\u2026<\/em><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/narrativeingames.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/narrativeingames.png\" alt=\"\" title=\"narrativeingames\" width=\"644\" height=\"792\" class=\"size-full wp-image-74\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/narrativeingames.png 644w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/narrativeingames-243x300.png 243w\" sizes=\"auto, (max-width: 644px) 100vw, 644px\" \/><\/a>\n<\/p>\n<p>\nAnd a response to a more &#8220;political&#8221; stance:<\/p>\n<p><strong>Academic colonialism<\/strong><br \/>\nComputer games can by studied with the same conceptual tools as literature, theater and film, we only need to redefine the term narrative to include interactivity rather than creating a new discipline.\n<\/p>\n<p><h1>The Gaming Situation<\/h1>\n<p>The unique features of interactive texts, cybertexts, and games can be better understood if we analyze the &#8220;gaming situation&#8221; (Eskelinen) from the side of the player.\n<\/p>\n<p>\n<strong>Interpretation<\/strong> (shared with linear media)<br \/>\nWhat&#8217;s happening?<br \/>\nWhat does it mean?<br \/>\nHow do I feel about it?<br \/>\nWhat does the author want to convey?\n<\/p>\n<p>\n<strong>Exploration<\/strong><br \/>\nInteractive like a banana?<br \/>\nNon trivial actions (such as turning or scrolling a page) are required to reveal &#8220;hidden&#8221; content\n<\/p>\n<p>\n<strong>Formation of goals<\/strong><br \/>\nWhat do I have to do to win?<br \/>\nWhat I&#8217;m expected to do?<br \/>\nHow can I cheat\/break the game\/find the limits of the system?\n<\/p>\n<p>\n<em>Intermission: do players formulate goals all the times? What&#8217;s the goal in the Sims?<br \/>\n<\/em><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/The-Sims.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/The-Sims.jpg\" alt=\"\" title=\"The-Sims\" width=\"800\" height=\"600\" class=\"aligncenter size-full wp-image-71\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/The-Sims.jpg 800w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/The-Sims-300x225.jpg 300w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><\/a>\n<\/p>\n<figure id=\"attachment_72\" aria-describedby=\"caption-attachment-72\" style=\"width: 304px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/13_Wright_GameplayLandscape_TimeTravel.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/13_Wright_GameplayLandscape_TimeTravel.jpg\" alt=\"\" title=\"13_Wright_GameplayLandscape_TimeTravel\" width=\"304\" height=\"235\" class=\"size-full wp-image-72\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/13_Wright_GameplayLandscape_TimeTravel.jpg 304w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/13_Wright_GameplayLandscape_TimeTravel-300x231.jpg 300w\" sizes=\"auto, (max-width: 304px) 100vw, 304px\" \/><\/a><figcaption id=\"caption-attachment-72\" class=\"wp-caption-text\">Will Wright talks about a challenge landscape. The player is free to decide HOW to pursuit success (or to settle, or to explore the range of possibilities of the game).<\/figcaption><\/figure>\n<p><em>The impulse toward goal formation in games is incidentally a big challenge for Artgame\/notgame designers. The ideal player of an art game should ask herself: What&#8217;s the best way to experience this?<\/em><\/p>\n<p><strong>Recombination<\/strong><br \/>\nPlayers reconfigure the internal state of a game according to predefined rules.<\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/tetris.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/tetris.jpg\" alt=\"\" title=\"tetris\" width=\"610\" height=\"343\" class=\"aligncenter size-full wp-image-83\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/tetris.jpg 610w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/tetris-300x168.jpg 300w\" sizes=\"auto, (max-width: 610px) 100vw, 610px\" \/><\/a><\/p>\n<p><strong>Creation of new content<\/strong><br \/>\nA more extreme case of recombination in which the players modify content and mechanics or create their own.<\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/Screen-shot-2012-08-21-at-4.40.36-PM.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/Screen-shot-2012-08-21-at-4.40.36-PM.png\" alt=\"\" title=\"Screen shot 2012-08-21 at 4.40.36 PM\" width=\"814\" height=\"487\" class=\"aligncenter size-full wp-image-84\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/Screen-shot-2012-08-21-at-4.40.36-PM.png 814w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/Screen-shot-2012-08-21-at-4.40.36-PM-300x179.png 300w\" sizes=\"auto, (max-width: 814px) 100vw, 814px\" \/><\/a><br \/>\n<em>Minecraft systems emerging from simple building blocks. Role-playing games, players tell a story together&#8230;<\/em><\/p>\n<p><h1>Agency<\/h1>\n<p>Most of these unique features of the gaming situation (or cyberdrama or interactive literature\u2026) relate to the concept of agency, popularized by media theorist Janet Murray.<\/p>\n<p><strong>Agency: the satisfying power to take meaningful action and see the results of our decisions and choices<\/strong><\/p>\n<p>Murray sees immersion and agency as central elements for the enjoyment of games.<\/p>\n<blockquote><p>Every expressive medium has its own unique patterns of desire; its own way of giving pleasure, of creating beauty, of capturing what we feel to be true about life; its own aesthetic.<br \/>\nJanet Murray &#8211; Hamlet on the Holodeck 1997\n<\/p><\/blockquote>\n<p>\nThe issue of agency will come up frequently while discussing story-based and art\/arty games.<\/p>\n<p><strong>Can there be a game without agency?<\/strong><\/p>\n<p>Let&#8217;s examine 3 extreme cases: The Graveyard by Tale of Tales, a Call of Duty &#8220;pacifist speedrun&#8221;, and Progress Quest.<\/p>\n<p>http:\/\/www.youtube.com\/watch?v=TKwZ6oZybCA<\/p>\n<p><iframe loading=\"lazy\" width=\"780\" height=\"439\" src=\"https:\/\/www.youtube.com\/embed\/RULv6HbgEjY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>https:\/\/www.youtube.com\/watch?v=vm9yh5Vqtww\n<\/p>\n<p>\nMoving away from the player&#8217;s perspective we can talk about another substantial difference between games &#038; c. and non-interactive texts.\n<\/p>\n<p><h1>Simulation vs Representation<\/h1>\n<blockquote><p>To simulate is to model a system through a different system which maintains to somebody some of the behaviors of the original system<br \/>\nGonzalo Frasca &#8211; Simulation vs Narrative 2003\n<\/p><\/blockquote>\n<p>Frasca&#8217;s pipe example is still a great way to grasp these concepts. <a href=\"http:\/\/www.ludology.org\/articles\/sim1\/simulation101.html\" target=\"_blank\">CLICK HERE NOW!<\/a>\n<\/p>\n<p>\nQuestion: What is the difference between these two simulations?<\/p>\n<p><figure id=\"attachment_87\" aria-describedby=\"caption-attachment-87\" style=\"width: 550px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/climate-change-simulation.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/climate-change-simulation.gif\" alt=\"\" title=\"climate change simulation\" width=\"550\" height=\"382\" class=\"size-full wp-image-87\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/climate-change-simulation.gif 550w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/climate-change-simulation-300x208.gif 300w\" sizes=\"auto, (max-width: 550px) 100vw, 550px\" \/><\/a><figcaption id=\"caption-attachment-87\" class=\"wp-caption-text\">Climate change models<\/figcaption><\/figure><br \/>\n<a href=\"http:\/\/www.classzone.com\/books\/earth_science\/terc\/content\/investigations\/esu501\/esu501page05.cfm\" target=\"_blank\">More info<br \/>\n<\/a>\n<\/p>\n<p>\n<figure id=\"attachment_88\" aria-describedby=\"caption-attachment-88\" style=\"width: 500px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/September12th.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/September12th.jpg\" alt=\"\" title=\"September12th\" width=\"500\" height=\"377\" class=\"size-full wp-image-88\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/September12th.jpg 500w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/September12th-300x226.jpg 300w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><figcaption id=\"caption-attachment-88\" class=\"wp-caption-text\">September 12th by Gonzalo Frasca<\/figcaption><\/figure><br \/>\n<a href=\"http:\/\/www.newsgaming.com\/games\/index12.htm\" target=\"_blank\">Play here<br \/>\n<\/a>\n<\/p>\n<p><em>&#8220;a system which maintains *to somebody* some of the behaviors of the original system&#8221;<br \/>\n<\/em><\/p>\n<p>Here&#8217;s a nice way to describe the relationship between stories and games:<\/p>\n<p><h1>Games as story generators<\/h1>\n<p>The output of a simulation might look the same as a representation (story, video\u2026) but the experience of playing is very different.<\/p>\n<p>Machinima videos are exemplary in this sense. My Trip to Liberty City by Jim Munroe (2003):<br \/>\n<iframe loading=\"lazy\" width=\"780\" height=\"585\" src=\"https:\/\/www.youtube.com\/embed\/fxpDHiH5PKk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>\nTo summarize: ludologists claim that it&#8217;s not possible to fully understand games and simulations by analyzing their linear output.<\/p>\n<p>Narrativist theories coming from literature, film, theater and other linear media fields must be combined with conceptual tools from cybernetics.<\/p>\n<p>Cybernetics is the study of systems that involve closed loops (feedback)<\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/cybernetic-loop.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/cybernetic-loop.gif\" alt=\"\" title=\"cybernetic-loop\" width=\"314\" height=\"240\" class=\"aligncenter size-full wp-image-90\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/cybernetic-loop.gif 314w, http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/cybernetic-loop-300x229.gif 300w\" sizes=\"auto, (max-width: 314px) 100vw, 314px\" \/><\/a><\/p>\n<p>Can you see the game-player relationship in this diagram?\n<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Brainstorm: let&#8217;s create a cloud of words and concepts along an hypothetical games &#8211; stories axis. This dichotomy created a lot of discussion among designers and theorist in the last 10 years or so regarding the best approach to the study of videogames. 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