ABSTRACT
GAME FICTION
Jason Christopher Rhody, PhD, 2010
University of Maryland, College Park
Directed By:
Associate Professor, Matthew G. Kirschenbaum,
Department of English, University of Maryland, College Park
“Game Fiction†provides a framework for understanding the relationship between narrative and computer games and is defined as a genre of game that draws upon and uses narrative strategies to create, maintain, and lead a user through a fictional environment. Competitive, ergodic, progressive (and often episodic), game fictions’ primary goal must include the actualization of predetermined events. Building on existing game and new media scholarship and drawing from theories of narrative, cinema, and literature, my project details the formal materiality that undergirds game fiction and shapes its themes. In doing so, I challenge the critiques of narrativism levied at those scholars who see a relationship between computer games and narrative forms, while also detailing the ways that computational media alter and reform narratological preconceptions. My study proposes a methodology for discussing game fiction through a series of ‘close playings,’ and while not intended to be chronological or comprehensive, provides a model for understanding narrative and genre in this growing field.
Chapter one, “Defining Game Fiction,” locates video games within the larger context of computer-mediated narrative design, and interrogates the power structure of reader to author, consumer to producer, and media object to its user. I articulate a framework for approaching computer games that acknowledges a debt to previous print, cinematic, and ludological forms, while taking into account computer games’ unique ergodic and computational status. Chapter two, “Paper Prototypes,†examines the principles of game fiction in three analogue forms: the choice book, the board game, and the tabletop role-playing game. My third chapter, “Playing the Interface,” theorizes the act of narrative communication within the ludic, multimodal context of Prince of Persia: The Sands of Time. Chapter four, “Data, Set,” posits the game quest as analogous to the database query in Adventure and StarCraft. Much like data exists in a database, requiring only the proper query for access, narrative exists in game fiction, shaped by quests through fictional settings. Chapter five, “The Game Loop,” argues that the grammar of user input within the game loop shapes the player’s relationship to the character and, in MediEvil, the subsequent themes of redemption.
Archives
- February 2016
- April 2014
- March 2014
- April 2013
- March 2012
- January 2012
- March 2011
- February 2011
- February 2009
- January 2008
- September 2007
- June 2007
- May 2007
- April 2007
- March 2007
- February 2007
- January 2007
- December 2006
- November 2006
- October 2006
- September 2006
- August 2006
- July 2006
- June 2006
- April 2006
- March 2006
- February 2006
- January 2006
- December 2005
- November 2005
- October 2005
- September 2005
- August 2005
- July 2005
- June 2005
- May 2005
- April 2005
- March 2005
- February 2005
- January 2005
- December 2004
- November 2004
- October 2004
- September 2004
- August 2004
- July 2004
- June 2004
- May 2004
- April 2004
- March 2004
- February 2004
- January 2004
- December 2003
- November 2003
- October 2003
- September 2003
- August 2003
- July 2003
- June 2003
- May 2003
- April 2003
- March 2003
Categories