Narratologi Ludology Jack Post
Narratologi Ludology Jack Post
Narratologi Ludology Jack Post
EC
Jack Post0
But does Tetris really lack any narrative dimension? At
first we should distinguish concepts like narration and
narrative from narrativity. To construct a medium-free
and universal transmedial narratology, Ryan defines
narrative as a cognitive construct that transcends media, disciplines, and historical as well as cultural boundaries (2006, pp. 1-2, 102). As a consequence thereof,
anything, even life itself, can provoke stories in the mind
of a cognizing subject. To differentiate these more diffuse experiences of narrative from the narratives in the
proper sense of the word, she introduces two narrative
modalities: having a narrative indicates that a semiotic object is able to invoke a narrative script and being
a narrative means that a semiotic object is consciously
produced with the aim to evoke a narrative image and
is recognized as such (ivi, pp. 10-11). Narrative is thus
on the one hand defined as a mental image constructed
by the interpreter and on the other hand as a particular meaning that is encoded in a text. We should differentiate narrative as defined by Ryan from narrativity,
which according to Greimas, forms the very organizing
principle of all discourses, whether narrative, non-narrative, figurative or abstract (Greimas & Courts 1982,
p. 209). The fact that some games are more abstract
and less figurativized and iconic than others, does not
necessarily mean that they lack narrativity. The definition of narrative in terms of time, settings, characters,
and events, limits the ludologists as well as narratologists approach to what Roland Barthes calls the referential surface level of the text (1977, p. 111).
2. A structural analysis of narrative
When Ryan states that narratology as the formal study
of narrative has been dormant for forty years and has
never developed into a full-scale transmedial narrative
theory (2004, p. 1), she refers to the publication of the
Special Issue on Structural Analysis of Narrative of the
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strategies as well as tactics enlarge the number of narrative programs which also means that the (narrative)
identity of the subjects and anti-subjects not only is acquired in relation to the value-object but also in a continuous polemical interaction with projected counterprograms. We should therefore conclude that Aarseths
strategic analysis is still governed by a retrospective narrative logic and should be based on narrative models
and categories.
The discussion of the narrativity of computer games, and Tetris in particular, can be extended beyond
an analysis of the actants of the narration alone. As
Barthes in 1966 stated, a narrative is a narration and
an object of communication between a donor and a
receiver at the same time (1977, p. 109). Donor and
receiver, the actants of the communicative situation,
are like the actants of the narration never real living
persons (ivi, p. 111) but paper beings, immanent to
the narrative and only accessible to a semiotic analysis. Hence the communicative act of playing games is
itself a minimal story, an action which can be analyzed as a NP. The performative dimension therefore has
its own communicative doing (enunciation), actants
(enunciator and enunciatee), objects (utterance), strategic dimensions and instrumental NPs which control the
narration. A detailed analysis of the communicative act
of playing Tetris (with the analysis of its interactivity
and the soft- and hardware interfaces) lies beyond the
scope of this article, but would indicate that not only
the game itself but also the playing of the game (its
performative dimension according to Aarseth4 ) can be
analyzed by using narrative models.
6. Conclusion
Talking about narrativity in relation to games should
thus go beyond the common sense definition of a narrative (even defined as a cognitive construct) with characters that figures in place and time. Defining narrative in these terms leads to rather crude formulations as
that the narrative element of the computer games is subordinated to the playing action and therefore nothing
more than an accessory affective hook or narrative garb that lures the players into the game (Ryan
2004, pp. 10, 349; 2006, p. 197), that stories are just
uninteresting ornaments or gift-wrapping to games
(Eskelinen 2001) or that studying the narrative of Tetris
is just a waste of time and energy (Aarseth 2004, p.
365). Narrativity is on the contrary, not ornamental
or accessory, but the very organizing principle of all
discourse (Greimas & Courts 1982, p. 209). The very
fact that the narrative deep structures are constitutive
of semiotic processes, opens up the signification systems
of computer games to semiotic analysis: for a narrative
semiotics of the classical structuralist kind, but also for
the recent semiotics of discourse (Fontanille 2006). This
would lead us out of the unfruitful dichotomy of ludology versus narratology.
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Evaluating the interplay between narrative and gameplay thus starts with the analysis of the narrative (semiotic) deep structures that govern the more superficial
discursive structures of figurative and referential nature. An abstract and non-narrative game like Tetris has
narrative structures, not because it has settings, events and characters, but because of its complex NP and
tactic dimensions, and because the interactivity of its
gameplay can be analyzed in narrative terms. To bridge
the divide between ludology and narratology, that is, to
reconcile narrativity and interactivity, we need paradoxically where Barthes in 1966 called for, a structural
analysis of narrative.
Notes
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Computer games
Tetris, by Pazhitnov, A., 1985, Various.
World of Warcraft, by Blizzard Entertainment, 2004, Vivendi
Universal.
Quake, by id Software, 1996, Various.