Wednesday, September 3, 2008

Understanding narratives and systems in the Game industry

Games as story telling devices, as narrative systems. Games tell stories in as far as gamers tell their own stories. These stories are told in as many and as deep narratives as possible.
Industry designers are people from the game industry who started this, before academics became interested in games as a phenomenon. Academics, particularly from English departments, fell for the notion of games as narratives; the other groups of industry designers examined games as more than narratives, and then there were just gamers.

Ian Bogost, who writes Persuasive Games, represents all three. He has roots in academics, gaming, and designing.

Bogost examines games from a procedural perspective, a different take from narratives and systems. An example of a persuasive game: that uses procedural rhetoric
A serious games is not intended to be played out for amusement (Serious Games)

For games. How about Alice?
However, games have to have rules and winning conditions.
There is a rhetorical and persuasive element to games. He is interested in games that affect change in the material world, making that a political project. They are a persuasive power that can be traced to procedural roots that make up games.

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