Category: Digital Interactive Narrative

“Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline” – Eric Zimmerman

In “Narrative, interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline,” Eric Zimmerman discusses the concepts, and the terms we use to discuss them, that need refining in the field of game studies and which he goes on to develop further in his book Rules of Play. Zimmerman states that some concept and terms we must agree on…

“Game Design as Narrative Architecture” – Henry Jenkins

In “Game Design as Narrative Architecture,” Henry Jenkins seeks to find middle-ground within the (perhaps now outdated) ludologist and narratologists debates. While Jenkins understands the concern ludologists have for separating games from other fields of study (such as film and literature), Jenkins cautions that “one gets rid of narrative as a framework for thinking about games only at one’s own…

Schizophrenia and Narrative in Artificial Agents – Phoebe Sengers

In “Schizophrenia and Narrative in Artificial Agents,” Phoebe Sengers  discusses how the fragmented, lifeless, and incomprehensible (or together the schizophrenic) behaviors of many AI agents is caused by approaching AI from the wrong direction or perspective. Rather than approaching AI programming as an attempt at “correctness” or logic, AI should instead be approached with the user’s reception of the AI in mind. Sengers’…

Evolution and the Social Contract – Brian Skyrms (in progress)

In the chapter on commitment, Skryms discusses the theology of commitment. In this section, he states that rationality is not just a word to play around with, but a theory of decision making (theory of rational decision) created by Ramsey, de Finetti, and Savage. By highlighting the importance of this theory, Skryms provides support for the necessity to embed rationality and thought-processes into choice-based or…

“Representation, Enaction, and the Ethics of Simulation” – Simon Penny

In “Representation, Enaction, and the Ethics of Simulation,” Simon Penny argues that the relationship between a player and an on-screen avatar is interactive in such a way that any simulation becomes the potential training ground for real-world actions, and that as a result, consideration to the ethics of simulation (video game) content is as important consideration in the production of interactive…

“A Preliminary Poetics for Interactive Drama and Games” – Michael Mateas

In “A Preliminary Poetics for Interactive Drama and Games,” Mateas argues that while progress have been made in our ability to build “believable agents” and while progress has also been made in the development of “interactive plot,” little progress has been made in combining believable agents into interactive plots in order to create a “full-fledged dramatic experience” (19). He contends…

“Quest Games as Post-Narrative Discourse” – Espen Aarseth

In “Quest Games as Post-Narrative Discourse,” Espen Aarseth argues against the idea that games are interactive stories which can be analyzed and constructed using traditional narratology methods based on 6 key observations: the essential and discursive differences between computer games and stories; narrative theory is used not because it fits, but because there is currently nothing better with which to analyze games; when games are…