An ongoing debate that it is, whether Video Games can only be made successful by its story or by its game-play. Narratologists are adamant that a game requires an engaging story as opposed to meaningless action, whilst Ludologists argue that games are about interactivity first and foremost, and so a successful game is made so by its structure of play and action. This debate applies to, more than any other, quests. How do you create a quest game to incorporate its narrative with the idea of interactive game-play, where the player influences events?
In Quests Jeff Howard writes about a Quest: 'A Journey across a symbolic, fantastic landscape in which the protagonist or player collects objects and talks to characters in order to overcome challenges'. This definition blurs the line between rule-based and narrative game-play. So, it stands to reason that you cannot create an interactive journey without a story to lead it. Literature, mythology, technology and gaming all unite to form interactive and compelling play.
In Quests Jeff Howard writes about a Quest: 'A Journey across a symbolic, fantastic landscape in which the protagonist or player collects objects and talks to characters in order to overcome challenges'. This definition blurs the line between rule-based and narrative game-play. So, it stands to reason that you cannot create an interactive journey without a story to lead it. Literature, mythology, technology and gaming all unite to form interactive and compelling play.
I believe that it is all ultimately conjoined, to unify meaning and action. Within a quest, meaning includes personal ambition, ideas, benefit to society and spiritual authenticity, as suggested by Howard. There is a reason for every action, dialogue, and strategy - relating back to the story of the game. Symbolism engages the player in the story, creating cognitive activity rather than passive spectating. The way in which a player interprets the narrative of a game determines what action they will then take and consequently change the game accordingly. Lead by a narrative, it is the player who shapes the game.
Howard states the two arguments by each side. According to narratologists, 'games be analysed as narratives', whilst ludologists counter-argue that 'games should be studied for the features that are distinctively related to play'. These arguments are simultaneously right and wrong, in my opinion, for rules and simulation are nothing without meaning. A game cannot engage a player if there is no motivation for the action. Therefore, games should be analysed for how the incorporate narrative and interactivity together.
While a game is a set of rules for interactive play, a player also follows a series of events deliberately connected and designed to lead on to each other in time. The player must interact and set these chain of events into effect in order to unfurl further story and game-play. Jesper Juul, an influential games researcher, writes: 'Quests in games can actually provide an interesting type of bridge... [ ] in that games can contain predefined sequences of events that the player then has to actualise or effect'. His statement suggests that the player essentially unlocks the progression of the game's narrative through completing challenges and interacting in the game world. It is seen as 'enactment' when a player plays out an unknowingly predetermined plot.
A Quest is not what it claims to be if there is no meaning. The term derives from the Latin 'questare', which means to 'seek'. This suggests a goal-orientated search. If you were to analysis an existing quest game, such as the Legend of Zelda (one of the most renowned of modern video games), it is clear that the interaction is meshed with the narrative of the game. Every challenge undertaken within the game is for a reason. In Ocarina of Time, you must collect the three Spiritual Stones in order to reach the Triforce before the Gerudo Thief Ganandorf - whilst this is the narrative, the predefined story the player must follow, the player enacts this by overcoming challenges: defeating monsters, seeking out ultimately helpful objects that aid progression through the game. To move through the game, the player must 'decode the significance of a new object, in relation to the quest', but also ideas and insights with it.
Howard suggests three main types of meaning in quests:
'Impact of accomplishments'; how will this shape the path ahead?
'Emotional urgency of backstory'
'Expressive, semantic and thematic meaning'
All of these spark cognitive and interpretative effort to try and discover the meaning of the quest, thus engaging the player in the game's challenges and its story. Moral virtues are introduced, which are predominantly absent in a game lacking narrative. If a player is forced to consider morals and consequences, they begin to interpret the meaning of dialogue and action within the game in their effort to make the right decision in their challenge [which will eventually take them down the narrative path]. Ultimately, a successful Quest game designer has to create the right balance between narrative and game-play. I believe that neither works greatly without the other. A player needs to have a reason to overcome challenges, such as consequential results based on those actions. Is there truly consequence in a game without narrative? And how can the player overcome challenges without interactively shaping the Quest?
Quests games build the bridge between Ludology and Narratology. In the end, no game is void of narrative. If there is action, only action, then a game is only a meaningless string of events which lead to an ending lacking in achievement or consequence. There is no true engagement. Quest games are neither one nor the other. They are both: an epic story unfurled by the seeking and finding of vital items essential to moving through the predetermined fate of the protagonist.
Although this discusses Quest games, it is suggested that every game indicates a form of quest in one way or another, so the idealogy of narratives and interactivity working in partnership to create an engaging world with meaningful action can apply to other genres of games too.
Games such as Halo leave much to be desired. Players spend the majority of their time shooting the living daylights out of enemies, and for what? They are given a mission, but what is the consequence of completing the mission? What is the virtue the player gains out of it, as opposed to the satisfaction of having murdered dozens of enemies in cold blood? The story lacks in meaning, rendering the game monotonous, bland and eventually the type of game which will be left collecting dust on the shelf because it has lost its appeal. You can only get so much enjoyment out of blasting creatures' heads off for so long. In the long run, it would give so much more meaning if there was something deeper for the player/protagonist to fight for.
So the idea that Quest games close the gap between Narratology and Ludology should be taken on board. Every action has some kind of meaning, take human lives for example, so why do so many games lack this? There is a little quest in everything, reason for everything, so video games should overcome the conflict between Narratologists and Ludologists who so deeply oppose each other. I regard that neither is right alone. They are two sides of the same coin, two halves.
Hmm, let's stop the silly bickering as to whose right about what should make a game and work together, eh?
So the idea that Quest games close the gap between Narratology and Ludology should be taken on board. Every action has some kind of meaning, take human lives for example, so why do so many games lack this? There is a little quest in everything, reason for everything, so video games should overcome the conflict between Narratologists and Ludologists who so deeply oppose each other. I regard that neither is right alone. They are two sides of the same coin, two halves.
Hmm, let's stop the silly bickering as to whose right about what should make a game and work together, eh?
In the battle Narratology Versus Ludology, nobody wins.









