Question 2.3
Think of an example of the use of narrative in interactive media. With reference to your example, suggest what the “peculiar nature” of interactive media may be, and which narrative effects it may specialize in.
I define “peculiar” here to having the meaning of “unique”. For this case, I choose the interactive media of computer games that have a narrative thread. I suppose what makes gaming special is the experience of “playing” a storyline through the movements and point of view of a main character, with an emphasis on YOU changing the face of the narrative world. Your mere presence and choices prompt the kernels or turning points in the narrative. Sometimes, as in the LOTR: Return of the King EA game, you are allowed to play more than one character. The near-absolute power of the user to affect a leading character’s personality, his/her surroundings, influence the fighting scenes and alter events and the other characters as a third party is the most vivid trait of interactivity in games. Without the user’s involvement the game is static and the narrative, in a sense, never happened. (if a tree falls on a mine and no one was around, is there a sound?)
Compared with the book, the LOTR games and movies contain much more visual impact and influence on the experience of enhancing the narrative. Peculiar to visual narratives, any physical element you see is specific and precise; what you see is what you get. What appears in a book as “a red shirt” can be interpreted and portrayed in the movie as a cotton-knit sweatshirt with a deep burgundy shade. The game and movie cannot offer ambiguity in how the characters, setting, props, even action is portrayed.
Because the sense of sight is the most provoked (and sound in games and movies), other senses like that of smell, taste, touch are missing from the game. Whereas the book could have a long paragraph describing Golem as a filthy, smelly, repulsive creature, the game does not have the capacity for us to feel the fullness of that disgust for Golem. Another instance is how in movies the sound of the heart beating is the best representation of the feeling of increased adrenaline. Additionally the inward thoughts and emotions of the characters are not known, and can only be inferred from limited visual cues. The furrowed brow would be automatically inferred as meaning frustration, or most of the time the faces hardly change and you can only infer from sound cues how the character feels (crying presumed to be a sad emotion, and not tears of joy or through the character’s speech).
Of course by tapping into the visual games lose little. They have no problem in holding our attention span – humans are by nature influenced most by our vision. By watching a movie or playing a game, the narrative itself takes a life of its own, and if interactive as well, we can literally see ourselves playing an active role in affecting the chain of events.
Think of an example of the use of narrative in interactive media. With reference to your example, suggest what the “peculiar nature” of interactive media may be, and which narrative effects it may specialize in.
I define “peculiar” here to having the meaning of “unique”. For this case, I choose the interactive media of computer games that have a narrative thread. I suppose what makes gaming special is the experience of “playing” a storyline through the movements and point of view of a main character, with an emphasis on YOU changing the face of the narrative world. Your mere presence and choices prompt the kernels or turning points in the narrative. Sometimes, as in the LOTR: Return of the King EA game, you are allowed to play more than one character. The near-absolute power of the user to affect a leading character’s personality, his/her surroundings, influence the fighting scenes and alter events and the other characters as a third party is the most vivid trait of interactivity in games. Without the user’s involvement the game is static and the narrative, in a sense, never happened. (if a tree falls on a mine and no one was around, is there a sound?)
Compared with the book, the LOTR games and movies contain much more visual impact and influence on the experience of enhancing the narrative. Peculiar to visual narratives, any physical element you see is specific and precise; what you see is what you get. What appears in a book as “a red shirt” can be interpreted and portrayed in the movie as a cotton-knit sweatshirt with a deep burgundy shade. The game and movie cannot offer ambiguity in how the characters, setting, props, even action is portrayed.
Because the sense of sight is the most provoked (and sound in games and movies), other senses like that of smell, taste, touch are missing from the game. Whereas the book could have a long paragraph describing Golem as a filthy, smelly, repulsive creature, the game does not have the capacity for us to feel the fullness of that disgust for Golem. Another instance is how in movies the sound of the heart beating is the best representation of the feeling of increased adrenaline. Additionally the inward thoughts and emotions of the characters are not known, and can only be inferred from limited visual cues. The furrowed brow would be automatically inferred as meaning frustration, or most of the time the faces hardly change and you can only infer from sound cues how the character feels (crying presumed to be a sad emotion, and not tears of joy or through the character’s speech).
Of course by tapping into the visual games lose little. They have no problem in holding our attention span – humans are by nature influenced most by our vision. By watching a movie or playing a game, the narrative itself takes a life of its own, and if interactive as well, we can literally see ourselves playing an active role in affecting the chain of events.
