Kassie Brown,“Fiction” Excerpt from Half-real: Video Games Between Real Rules and Fictional Worlds, 11/27/23 

Reading Summary

In Chapter 4 of the book, Jesper Juul explores the intricate relationship between time, narrative, and fiction within the context of video games. The analysis begins by examining the disconnection between levels in classic arcade games and the role of cut-scenes in bridging these gaps. The discussion then extends to deviations from the standard relationship between real time and fictional time, citing examples such as discrepancies in clocks and temporal incongruities in games like FIFA 2002. Juul also delves into the subjective experience of time during gameplay successes and how challenges impact the player’s temporal perception. The broader discourse addresses the ongoing debate about applying the term “narrative” to games, emphasizing distinctions in meaning and perspective. Juul introduces a dual-level time framework in games—play time and fictional time—emphasizing the player’s relationship with the fictional world and highlighting the strength of video games in crafting detailed and complex fictional realms. The narrative concludes by acknowledging the inherent ambiguity and occasional incoherence in game fiction, while also recognizing the innovative contributions of video games to the projection of fictional worlds. (Chat GPT)

Outside Example

I do not play a lot of video games, but one that stood out to me from my childhood was Super Mario Bros. This game was able to expand and release many different versions since the demand was so high. One factor in that was the storytelling aspect and the renowned graphics/characters. In the beginning, this video game had a little a rough start because the creators did not spend much time on the storytelling. But, as time progressed and technology got better, the game became more story-oriented which made it more popular. People were able to build connections to certain characters and were able to recognize them outside of the game such as Princess Peach and Mario. Also, the music that is played at the beginning of the game became popular and is called “Ground theme”. 

Research Question

Me: 

What would be a good example to use? 

ChatGPT:  

In the context of Jesper Juul’s exploration of time, narrative, and fiction in video games, a good example to illustrate the disconnection between levels and the role of cut-scenes could be the classic game “Super Mario Bros.” In this game, each level presents a distinct challenge with its own environment and obstacles. The transition between levels is often marked by a brief cut-scene where Mario moves through a pipe or enters a castle, providing a minimal narrative element to bridge the gap between gameplay segments.

Additionally, for the discussion on deviations from the standard relationship between real time and fictional time, you could consider the “Metal Gear Solid” series, known for its extensive use of cut-scenes that may alter the perception of time within the game. These cut-scenes can be cinematic and lengthy, affecting the pacing of the player’s experience and creating a unique interplay between real-world time and the narrative progression within the game.

These examples help illustrate how video games employ narrative techniques and the manipulation of time to enhance the overall gaming experience, aligning with the themes discussed in Juul’s exploration of video game fiction.

Me: 

Why are storytelling games so popular? 

ChatGPT:

Storytelling games have gained popularity for several reasons:

1. **Engagement and Immersion:** Story-driven games often provide a more immersive experience. Players become emotionally invested in the characters and narrative, making the gaming experience more engaging and memorable.

2. **Character Development:** Storytelling games allow for in-depth character development. Players can connect with the characters on a personal level, understanding their motivations and experiencing their growth throughout the game.

3. **Interactive Narratives:** Unlike other forms of storytelling, games allow for player agency. The choices players make can impact the story’s direction, providing a sense of control and personalized storytelling.

4. **Artistic Expression:** Video games are a form of artistic expression, and storytelling is a crucial aspect of this medium. Games can convey complex narratives through visuals, music, voice acting, and interactivity.

5. **Varied Genres and Themes:** Story-driven games come in various genres, catering to a wide range of interests. Whether it’s a fantasy epic, a mystery, a science fiction adventure, or a character-driven drama, there’s a storytelling game for almost every taste.

6. **Evolution of Technology:** Advancements in technology have allowed for more sophisticated storytelling in games. High-quality graphics, realistic animations, and advanced voice acting contribute to a more cinematic experience, enhancing the storytelling aspect.

7. **Community and Social Interaction:** Many storytelling games incorporate online multiplayer or social features, allowing players to share their experiences and discuss the narrative with others. This social aspect adds another layer of enjoyment to the overall gaming experience.

8. **Escapism:** Storytelling games provide a form of escapism, allowing players to step into different worlds and narratives. This can be a welcome break from reality and a way to experience unique and fantastical scenarios.

9. **Emotional Impact:** Well-crafted stories can evoke a wide range of emotions. Players may experience joy, sadness, fear, or excitement, creating a more profound connection to the game and its characters.

10. **Critical Acclaim:** Many storytelling games receive critical acclaim for their narrative achievements. This positive feedback encourages more developers to invest in creating compelling stories within their games.

Overall, the combination of interactivity, emotional engagement, and artistic expression makes storytelling games a popular and influential genre within the broader video game landscape.

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