I checked out an interactive fiction (‘Death Reckoning’) online, and it was pretty neat. I did not realize this, but I have created an interactive fiction before—it was about my high school friends and I trying to find our way around our school, and the main character (who the user selects) would run into all our teachers and friends and could choose to have conversations with them. My original mentality was that it would be a fun and interactive way to cherish our high school memories. I don’t think I ever finished, however, because the story got really long and drawn out (too many options for the users!) and I didn’t really know how to end it…. -_-
Montfort’s discussion on interactive fiction was very provocative. I read it three times and I am still struggling with precisely what he is getting at, but I feel that the gist of it is summarized very well by Brenda Laurel’s response—“Nick Monfort’s most important observation is that computer games are a new kind of animal that comes in lots of different sizes, colors, and subspecies.” While narratives and story are essential parts of IF, IF could also contain game elements. The author comes to the conclusion that IF is a “world” rather than a story or a game. In “Death Reckoning,” for instance, the adventure starts with the user not knowing where he/she is and what he/she was doing there. As the user proceeds, he/she comes across a bunch of people waiting in line. All the user could talk to was a woman who didn’t know who the user was or why he/she was there—when I (the user) talked to her, she told me to be patient and wait. Well, I was stuck waiting in line for so long that I lost interest and left the site…. But the amazing part was that although there were no graphics, the (admittedly brief) experience made a rather strong impression on me. The ability to imagine myself (rather than controlling a little cartoon character with a joystick) in the role of the main character and having the power to explore on my own (as in a role-playing computer game) made an impact. The concept that IF is a world makes sense intuitively, because the user can explore (within certain constraints); the experience is unique to the individual user. Overall, Montfort’s analyses of story, game, storygame, novel, world, literature, puzzle, problem, riddle, and machine were all very interesting.
I am rather confused about Brenda Laurel’s mention of the importance of narrative for action games. I think she tries to make the point that Montfort was too overreaching in his assumption that for action games, the storyline is not crucial. She uses the example that in her own research, “narrative construction is a key element of pleasure for girls in the playing of action games.” Well, it is obvious that games such as Ms. Pacman (as mentioned by Montfort) and Mortal Kombat (as Laurel herself mentioned) were popular although they didn’t have very strong storylines. I just don’t really understand what the point of that part of her argument is (perhaps I am missing the point?). Essentially, we have seen that the story can be pulled out of an action game. On a sidenote, unless I am very obsessed and I have too much time on my hands, I wouldn’t read several books on the main narrative and backstory of a computer game before I play it, but I suppose I am just an arbitrary datum.
june