Arrative and videogames: A discussion of the theories of Jasper Juul.

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Narrative and videogames: A discussion of the theories of Jasper Juul

By J.D. van den Ham

Games and narrative

The reasons why games should not be seen as narrative according to Juul (e.g. that there is no pre-fixed sequence of event and that every game session is different, the gamer being an active participant in the action, whereas in movies there is only one fixed sequence of events which the viewer can experience ) can sometimes be seen as formal rather than structural. He only sees narrative in the traditional sense, denying the use of new, yet to be explored narrative forms.

According to Juul, most games have a story, for example in the manual or in the intro-sequence, placing the player’s playing in the context of a larger story (the BACK-STORY) and/or creating an ideal story that the player has to realise. A goal or ideal sequence of events the player has to achieve to successfully end the game. But the actual playing is not the ideal sequence of events. Only a fraction of the play session actually follow the ideal path, but some games do succeed in presenting a fixed sequence of events the player can retell afterwards.

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Games do share some traits with narratives; for example quest structures, the use of protagonists and game sessions are predominantly experienced linearly. This ignores the player’s experience of being an active participant. The experience is so strong that most people will involuntarily change bodily position when encountering interactivity. According to Juul playing a game includes the awareness that the game session is just one out of many possible ones. There is not one pre-fixed sequence of events like in movie narratives. This is just a media trait and does not account for al games. Adventure games for example often ...

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