GAME
Narrative and Play
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Monday, October 30, 2006
Games of Progression

Jesper Juul distinguishes between games of emergence, where a game is specified as a small number of rules that combine and yield a large number of game variations, and games of progression, where a game presents the player with a series of puzzles or challenges which must be accomplished in a certain order. Discuss whether games of progression, which often attempt to combine a narrative structure with gameplay, are unique to computer-based games.

Games of progression are a defining characteristic of most modern epic videogames, having emerged through the adventure genre. The prevalence of this progressive structure on computer platforms can be attributed to the development of the medium. The quality of graphics and sounds have reached an unprecedented level, providing the perfect tools for environmental storytelling (Jenkins), and a chance to incorporate the narrative element. Furthermore, the sophistication of technology has allowed for complex programming and the implementation of memory, in terms of attributes, scores, and behavior, thereby adding depth and reality to the game.

Hence, the nature of progression offers a more immersive experience than games of emergence. Progression itself implies the element of time (both narrative time and real playing time) - a player would have to go through a pre-arranged number of nodes to advance in the right direction, as decided by the game designer. The presence of a walk-through also suggests that the game can be completed, making the replayability factor low. This serves as an excellent opportunity for game companies to cash in, considering how absorbing yet ephemeral their product can be $$ :) Nowonder the advent of this genre!

However, games of progression are not unique to computer-based games. An example of this is the simple children's game of treasure hunt, where instead of nodes, players solve a progressive series of clues to reach their ultimate goal of finding the treasure. The whole underlying concept is very similar: Puzzles are presented to players step-by-step, and players are afforded the freedom to roam about in their environment, except that the only interesting experience is to be had in one direction (an illusion of freeplay). Treasure hunts also take a substantial amount of time to complete, with there being only one solution of getting to the treasure. Having completed it once, it is pointless and boring playing it again.

In fact, games of progression often emerge in many childrens' games, when one child acts as the 'game designer' and imposes his rules on the others. We often hear him shouting across to his friends (who often are not following his rules) that they have to build up their ammo (collecting 10 erasers), then fortify their base (using whatever they get their hands on), before finally killing off the monster (more often than not the teacher).

That's my take, from 6 years of working with children every holiday, and being that evil monster :)



1 Comments:
  • At 1:38 AM, Blogger alex said…

    Ah, so you're the evil monster. Now everything makes sense... :)

     
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