1) I must admit that I play little narrative games. A narrative that has been expressed in both an interactive and a non-interactive medium that I can think of is the Harry Potter game and the Harry Potter book series. In this example, the transposition to interactive media has not changed the original narrative much as most of the parts that involves user's interaction are the Hogwart games, such as Quidditch, chess games, etc... Thus, winning or losing the game does not really affect the kernels of the story much. However, certain rules are imposed to guide the player to the right track and keep the structure of the narrative intact by requiring the player to pass certain test before he/she is allowed to proceed to higher levels of the game.
However, in my opinion, not every narrative can remain intact after undergoing transposition to/from interactive media. The medium that Chatman quotes from Claude Bremond seems to be non-interactive medias. Transposition from a non-interactive media to an interactive media might change the structure of the narrative as part of the deciding factors of the denoument of the narrative now lies in the hands of the user. Thus, narrative might not necessarily be "independent of any medium. " Moreover, narrative comprises the story as well as the discourse. Can the way of telling the story remains the same in different medium? Is the discourse still the same if the narrative is told through the novel, radio or movie? Wouldn't the approaches used be different in different media, thus, producing different effects on the audience?
2) As interactive media allows for choice and control on the part of the reader/user, it is not easy for the interactive narrative to achieve self-regulation. If the designer insists on following the self-regulation theory by obliging the user to move towards the pre-determined conclusion and prohibiting other moves that may lead to a totally different conclusion, then, the interactivity of the interactive narrative is questionable. These will restrict the user's choices and does not allow much interactivity. On the other hand, if too much choices and control were put in the hands of the user, then, there will be many conclusions and self-regulation cannot be achieved. In addition, the user might just purposely choose all the wrong moves that will lead to an incomprehensible groups of incoherent events, resulting in an ill-informed narrative. In that case, designing an interactive narrative that allows adequate control on the part of the user and yet still retain coherence and interest, as well as the kernel of the narrative is important. Perhaps, the designer could make many different sensible and interesting conclusions based on the steps taken by the users instead of restricting to just one conclusion. In this way, the interactive narrative will be more engaging as the conclusion becomes unpredictable.
If the designer insists on following the original conclusion, then perhaps the designer can allow the user more choices by inserting more satellites events which will still lead back to the same conclusion. Although the user chooses the other path, ultimately, having gone through a set of rather different events, the user still reaches the same conclusion. Or perhaps something which attract the user to choose the right path can be done. Or maybe the player has to pass certain tests in order to proceed to the next levels.
Tuesday, August 28, 2007
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You've made some interesting points here. Yes, I'd say a game like the Harry Potter games tend to isolate the interactive elements (the Quidditch games, etc.) from the story, allowing for some control over what happens within these isolated elements, but not on the overall story.
This relates to what you say in the second part of your post. As you said, allowing for interactivity can possibly disrupt the narrative structure, whereas retaining a tight narrative structure cuts down on the possibility for user choice - perhaps suggesting that narrative and interactivity are incompatible?
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