Although games of progression, which often attempt to combine narrative structure with gameplay, seem to apply to computer-based games, however, it is not unique to computer-based games. In games of progression, the player has to perform a predefined set of actions in order to complete the game. This means that as long as the solutions of the challenges have to be followed exactly in order to complete the game, then it is a game of progression. In this case, non-computer-based games such as Fighting Fantasy book and the puppet master game can also be considered games of progression if players has to follow a predefined set of actions to complete the tasks laid out.
However, computer certainly restricts the players more as it only understands certain instructions and doesn't allow much improvisations. Whereas if the game is controlled by the game designers manually without the usage of computers, then the game designers can allow more flexibility to the game, thus, allowing the possibility of emergent properties.
It is not an easy tasks to develop interesting and fun games with equal amount of both progression and emergent properties. It seems that many narratives do not go hand-in hand with the play part of the game. Perhaps the creation of a space that provides much information of the game and the immersive effect, such as graphics, sound and suspense, as well as interesting and fun challenges with open-ended rules will be able to balance both narrative and game. However, it is very important to have an interesting story to engage the player as well as fun gameplay besides the balance.
Looking back over the module, it is really interesting to get a taste of how narrative and play are developed in an interactive way. Interactivity adds engagement and involvement in the part of the players. Players are no longer passive observers, but are decision-makers.
Tuesday, November 6, 2007
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I think one of the points that Juul was trying to make about games of emergence is that this type of play can occur unexpectedly, based on a simple set of rules. So it should be possible to have emergent properties within a computer-based game, without having to rely on game designers improvising on the spot. I guess, as you suggest, the challenge then is to maintain an interesting story to keep the players engaged...
And I'm glad to hear that you found the module interesting! :)
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