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Transcript of Narrative in Computer Games

Narrative in Computer Games
James Merry
Animation (MA)
June 2000
1

Contents
1. List of Illustrations – page 3
2. Introduction – page 5
3. History of Narrative in Computer Games – page 7
4. Why Computer Games Have Narrative – page 13
5. Influence of Film – page 20
6. Influence of Mythology and Folktale – page 28
7. Communication of the Narrative to the Player – page 34
8. Conclusion – page 41
9. Bibliography – page 42
10.Endnotes – page 46
2

1 – List of Illustrations
Figure 1; Java version of Spacewar, which can still be played on the Internet at
http://lcs.www.media.mit.edu/groups/el/projects/spacewar – page 7
Figure 2; ZX Spectrum version of Colossal Adventure by Level 9, inspired by the
original ADVENT game. – page 10
Figure 3; Beneath a Steel Sky, an example of a point and click graphic adventure. –
page 11
Figure 4; ZX Spectrum version of Ghosts`n`Goblins - the player's character's
girlfriend is kidnapped by an evil winged beast. – page 14
Figure 5; Sequence of events leading up to the disaster in Half-Life – page 17
Figure 6; Short sequence taken from the intro animation from Civilisation: Call to
Power, which tells the story of the rise and fall and rise of a civilisation. – page 21
Figure 7; What Civilisation: Call to Power looks like when its being played. –
page 21
Figure 8; Snake’s first meeting with Meryl, in Metal Gear Solid. – page 24
Figure 9; End of level guardian in R-Type – page 30
3

Figure 11; A scene from ZX Spectrum version of Tir Na Nog, based on the Celtic
mythology of Cuchulain. – page 32
Figure 11; Amiga version of Guild of Thieves, text adventure with illustrations. –
page 34
Figure 12; The Codec screen in Metal Gear Solid. Narrative is communicated by
dialogue. – page 38
Figure 13; Screenshot from Bladerunner. Much of this game involves interviewing
different characters with pre-recorded dialogue. – page 39
4

1 – Introduction
It is important to notice that there is a fundamental difference between the
concepts of “game” and “story”. A game is generally regarded to mean a
contest involving basic human survival skills. It can involve competition,
co-operation or it could just be testing oneself. Amongst other things, this
could mean running around a racetrack in the shortest possible time,
throwing spears at a target or solving complicated logic puzzles. A game
can involve any number of participants and the final outcome is not
known until it has happened. A game can be used for the training of one’s
own skills, for the entertainment of both the participants and the
spectators, and for the determining of the player’s standing within
society.
A narrative is an organisation of events that happen. They can be
either fictional or accounts of real life. A storyteller tells narratives to an
audience who have little or no influence over the outcome. A narrative
can be used for entertainment, for lessons and for recording events. A
narrative is linear and it is the storyteller’s job to present this in a form
that can entertain and keep the attention of an audience.
This difference between game and story is illustrated by Mark
Barrett; “Movies about sporting events are often unfulfilling because of
the preparatory effects which narratives must use to generate emotional
5

involvement. Because of these preparations – particularly various forms
of foreshadowing – the dramatic outcome of any story is often known, or
at least suspected, before it is revealed.”1
It is this conflict between two entirely different concepts within the
field of computer games that this dissertation intends to look at. Why it
has happened? How does it work? Or doesn’t work? And where it may
lead to next?
6

2 – History of Narrative in Computer Games
It would be useful to begin by defining three genres of computer game
relevant to this essay. These are Action games, Adventure games and
Strategy games. In terms of narrative in computer games, the genre of the
game is important, as different types of games will have different uses
and requirements for narrative.
Action Games
In her book, Joystick Nation, J.C. Herz2 puts the beginning of
computer games at 1962 with the completion of Spacewar on DEC’s
PDP-1 computer at Massachusetts Institute of Technology. Steven
7
Figure 1; Java version of Spacewar which can still be played on the Internet at http://lcs.www.media.mit.edu/groups/el/projects/spacewar

Poole’s Trigger Happy: The Inner Life of Videogames3 on the other hand
claims it was 1958. It was in that year when William A. Higinbotham
developed an oscilloscope tennis game as an amusing exhibit for visitors
to the Brookhaven National Laboratory, a U.S. government nuclear
research facility. What is clear, however, is that narrative wasn’t even
considered by the authors of early computer games. Games were
necessarily limited by the hardware available at the time. As Figure 1
illustrates, limited graphical capability meant that the state of play had to
be represented by the barest means possible. Simple icons represent the
player’s spacecraft. A big star at the centre of the screen represents the
gravity force. The star field in the background helps the players to judge
the speed of their spacecraft. Playing the game consists of trying to shoot
your opponent whilst avoiding being sucked into the centre. If either
event happens then the game ends and then begins again. Although the
game itself is fun to play, the only interesting narrative that could come
from this would be in the imagination of the players.
Strategy Games
Other important games that appeared in the 1960s were Lunar
Lander and Hammurabi. Lunar Lander was “…a turn based game with a
text interface that required the player to administer rocket-thruster firing
8

without running out of fuel before meeting the surface.”4. This game can
be regarded as the ancestor of flight simulator games we have today, such
as Microsoft’s Flight Simulator. In Hammurabi the player had to
manipulate resources and build infrastructure in order to make a
successful feudal kingdom. From this game one can trace a straight line
to the more recent sophisticated god games such as Sim City and
Civilisation.
Adventure Games
It was not until 1967 that narrative as scripted by the game author
began to make an appearance in computer games. This was in the form of
ADVENT, which was the combination of computer technology with
Dungeons & Dragons role-playing boardgames. ADVENT was, “the first
of a lost genre of game that was hugely popular on personal computers
right up until the late 1980s. It was the first computerised version of
“interactive narrative”: the computer described a location and the user
typed in commands – “north”, ”look”, ”kill snake”, ”use torch” – to move
around the virtual world, use objects and solve fiendish puzzles.”5 (page
32, Trigger Happy: The Inner Life of Videogames, by Steven Poole,
published by Fourth Estate).
9

J.C. Herz describes ADVENT as, “a logical extension of the
fantasy role-playing games that suffused hackerdom, spawning cultish
extracurricular organisations like the Society for Creative Anachronism.”
J.C. Herz goes on to explain that, “A high percentage of computer
programmers were and are, not surprisingly, Dungeons and Dragons
aficionados. There’s an affinity between computer programming and
games that require reams of graph paper and twenty-sided dice. Both are
artificial universes governed by quantifiable rules, probability, and
obsessive mapping. Charting out subterranean passages and dead ends is
pretty much analogous to mapping out a circuit or debugging a piece of
code. So a combination of computers and dragon-slashing was begging to
happen. ADVENT not only took care of the scorekeeping and referee
chores, but its bone-dry humour and exploratory conventions influenced a
10
Figure 2; ZX Spectrum version of Colossal Adventure by Level 9, inspired by the original ADVENT game.

generation of game programmers. In Adventure and its descendants, the
emphasis was on puzzle solving and getting to some mysterious end at a
slow, novelistic pace.”6.
At this point it should be noted, within computer game
terminology, the differences between a role playing game and an
adventure game. Although often similar in terms of subject matter (e.g.;
fantasies involving dragons, gnomes and evil sorcerers, etc.), R.P.G.
games are concerned primarily with character interaction and combat
statistics. Adventure games on the other hand are more interested in
exploration, object manipulation and puzzles.
By the 1990s the text adventure games became virtually
commercially extinct, and have since been replaced by point-and-click
graphic adventure games. These games generally worked in the same
way, in that they involved the same basic exploration of locations, object
11
Figure 3; Beneath a Steel Sky, an example of a point and click graphic adventure.

manipulation and simple character interaction. Animated graphics
replaced text descriptions and a point-and-click user interface replaced
the text parser system.
The point-and-click adventure games have themselves, now been
superseded by 3D graphic adventures
12

3 – Why Computer Games Have Narrative
The main reason why a computer game should have a narrative is simple.
It is to encourage the player to play the game in an effort to find out what
happens next. Narrative can also be used to create an atmosphere for the
player to play within, e.g.; scary, tense, calm, etc. Another use for
narrative is to help create an emotional link between the player and the
characters in a game.
Within a computer game the most important thing is the gameplay
itself but, used correctly, narrative can act as a powerful carrot and stick
for the player. If the player can be encouraged to care about the characters
in the game he or she will try all more harder to help them. If a player
should ever ask him or herself why he/she should bother attempting the
latest highly complicated puzzle or the massacre a horde of gun-toting
henchmen then a narrative (or lack of narrative) can help make that
decision. Narrative is used to reward a successful player and the prospect
of narrative is used to goad an, as-yet, unsuccessful player to play on.
Someone playing a multi-player shooter game such as Quake, for
example, will have little use for narrative and will be much more
concerned with shooting his/her opponents. Indeed, many will argue that
a narrative would simply get in the way of the gameplay and diminish the
experience. Action games do often have a back-story, however, to
13

provide the player with an excuse to shoot opponents if nothing else. This
often involves nothing more than the player’s character’s fiancé / princess
/ kiwi friends being kidnapped by a horrible evil character (figure 3). The
fiancé / princess / kiwi friends must be rescued. This then explains why
the player must negotiate level after level of platforms and do battle with
hordes of goblins / trolls / bizarre evil turtles. The kidnapper does not
need to be motivated by anything other than by the fact that they are evil
and therefore must perform evil acts. Too much detail would get in the
way of the gameplay.
In fact, according to Steven Poole, “…the delicate balance of story
types is skewed in videogames: it is very heavily weighted towards the
diachronic.”7. What this means is that narrative in computer games are
rarely under the control of the character. The narrative puts the player
where he or she is and tells them what their goal is. Sometimes the goal
of a game is to find out what the back-story is, such as in Half-Life. This
14
Figure 4; ZX Spectrum version of Ghosts`n`Goblins - the player's character's girlfriend is kidnapped by an evil winged beast.

type of narrative technique can also be seen in cinema, for example in a
film such as Hitchcock’s North by Northwest. In North by Northwest the
protagonist finds himself in a bizarre and dangerous situation, and yet, he
doesn’t know exactly what is going on, or why. Much of the narrative in
the film is about how the protagonist is trying to find out the back-story.
This can work well in computer games as the story can then be relatively
complex and at the same time, be veiled from the player by a layer of
hints and clues. This can help in making the player feel that he/she is
writing his/her own narrative.
Possibly the best example of a game driven forward by its back-
story is Half-Life. This game begins by plunging you into your
character’s (Gordon Freeman) first day at his new job. The friendly
guided tour at the beginning of the game introduces the player to the
Black Mesa complex. After the tour the player is then left to explore the
reception area, locker room, staff canteen and offices before unwittingly
initiating the terrible disaster that changes everything. These rooms are
populated by scientists who are very irritable, and security guards who
are friendly but firm. Little accidents occur such as one of the computers
exploding and the general casual recklessness of the scientists but nothing
serious happens. This works as a contrast to the rest of the game after the
disaster happens.
15

The managing director of Valve Software, Gabe Newell, describes
the inspiration behind the narrative in Half-Life, “Prior to starting work
on Half-Life, I had been reading a bunch of Stephen King. In particular,
there was a novella he had written called “The Mist”. The primary aspect
of the story that really appealed to me was this sense of an ordinary world
spinning out of control. Setting a tentacle monster in grocery store, for
instance. There were elements of science fiction crossed with horror,
which I really liked. And in general the main character was struggling
with realising he had to be the main actor in the situation, that people who
should be on his side were turned against him, and that even though bad
things were happening, the shape of the catastrophe wasn’t very clear for
a long way into the story.”8
Figure 5 illustrates the sequence of events that lead up to the
disaster in Half-Life. After Gordon has found his H.E.V. (Hazardous
Environment Suit) he is allowed to proceed to the test chamber to begin
the day’s experiment. Outside the test chamber two scientists explain
what Gordon has to do (figure 5.1). Hints are dropped as to the
importance of the experiment and pressure on them applied by the
authorities.
Once Gordon has entered the test chamber, he is prompted via his
suit’s radio link, to “start the rotors”. This involves pressing a big red
button (figure 5.3). At this point an energy beam appears in the centre of
16

the room and Gordon is then instructed to push a trolley holding the test
sample into it. As soon as the test sample touches the beam everything
starts to go horribly wrong (figure 5.6). Explosions happen everywhere
and the room shakes violently. Figure 5.7 shows a brief scary vision of
alien worlds that Gordon receives, before then being dumped back into
the now wrecked test chamber (figure 5.8). As Gordon makes his way
back out of the test chamber, he discovers that something very bad indeed
has happened. The entire complex has been wrecked. The corridors are
littered with corpses, there are bloodstains on the walls and there is now
the constant menace of bizarre, bloodthirsty creatures stalking the
complex. The point of all this is that is provides such a stark contrast to
17
1 2 3
4 5 6
7 8 9
Figure 5; Sequence of events leading up to the disaster in Half-Life

what was going on before that the player wants to know what really
happened. What was the test sample? Why did it react like it did when it
touched the energy beam? Where is everybody? What are those creatures
and where have they come from? Why was the government so interested
in this experiment? And how will I get out of this? Of course these are all
questions which lead to the cliched conspiracy theory style narrative. The
player is nonetheless made to want to get to bottom of it all and if that
means have to blast his or her way through hordes of ghastly beasts and
solving difficult puzzles then so be it.
Campbell describes this type of narrative beginning as, “A blunder
– apparently the merest chance – reveals an unsuspected world, and the
individual is drawn into a relationship with forces that are not rightly
understood. As Freud has shown, blunders are not the merest chance.
They are the result of suppressed desires and conflicts. They are ripples
on the surface of life, produced by unsuspected springs. And these may
be very deep – as deep as the soul itself. The blunder may amount to the
opening of a destiny.”9. For his example of this, Campbell uses the Frog
King fairy tale and declares the frog as a “herald” and “the crisis of his
appearance is the “call to adventure””10. With this in mind one can say
that the scientists in Half-Life are “heralds”. The disaster that occurs
when Gordon pushes the test sample into the energy beam is the “call to
18

adventure”. It is this “call to adventure” that pulls the player into the
game.
19

4 – Influence of Film
As a relatively new artistic medium, computer games (in particular
narrative computer games) seem to have taken much its inspiration from
myths, folktales and contemporary cinema. This is similar in the way
early photography took much of its stylistic cues from religious paintings
and early cinema took its cues from the theatre. Visually, narrative
computer games often try to make themselves look like movies. Indeed, it
is generally expected these days that any game should come with at least
one video sequence. Even games that cannot be described as looking or
feeling remotely like a film often have a video sequence as an
introduction. Civilisation: Call to Power by Activision has a long,
bombastic intro animation (figure 6). In addition to this it also has little
video sequences that pop up every time the player has made a new
technological breakthrough. Despite these animations the actual in game
graphics (figure 7) are very abstract and iconified. What Civilisation: Call
to Power basically boils down to, is an extremely sophisticated
boardgame. If these little pieces of narrative add little to the actual
gameplay itself then what is the reason for their inclusion? For a game
like Civilisation: Call to Power, this could be quite important in terms of
sales. The images from the narrative sequences appear quite prominently
20

21
Figure 7; What Civilisation: Call to Power looks like when its being played.
Figure 6; Short sequence taken from the intro animation from Civilisation: Call to Power, which tells the story of the rise and fall and rise of a civilisation.

on the box and it is not hard for them to look that much more impressive
and dynamic than the little icons on the game map.
It must be made clear that although games can be made to look like
a movie, a game can never be a movie and a movie can never be a game.
A film is something that demands a passive audience. A game needs
participants. One cannot be passive and active at the same time.
Often, games that are designed to look like a movie fall down on
their lack of gameplay. One of the first games to sell itself on its
cinematic looks was Dragon’s Lair by the Don Bluth studios. It was
released in 1983 and it used laser disc technology. Although this game
looked stunning for its time it was critically panned for its lack of
interactivity. It was a game that really did play more like a movie. As Jim
Bickmann explains in his fanzine article, “Dragon’s Lair, A Laser Disc
Legend”, “Some players complained that laser games weren’t challenging
enough, but just based on memorisation. Others said they were too
difficult.”11.
Since the development of fast 3D graphics for games however,
attempts to make cinematic style games have generally become more
successful. Perhaps the best current example of cinematic narrative and
gameplay working together can be seen in Metal Gear Solid, released by
Konami in 1999. Despite the fact the player still has no control over the
narrative sequences in this game, the narrative sequences and the actual
22

gameplay have been edited together seamlessly. As stated in the April
2000 issue of Edge magazine, “…the way in which its set pieces relate to
its action is often quite effective. Snake’s initial meeting with Meryl
works well. The manner in which it blends in with the following action
sequence stands out.”12.
Figure 8 shows quite clearly the influence of film style narrative in
Metal Gear Solid. Figures 8.01 to 8.14 are all part of a narrative sequence
which lead into the game sequence depicted in figure 8.15. Previous to
this sequence Snake had just escaped from a prison cell. As he left the
cell, the player’s control over the game was taken away for this narrative
sequence. Figure 8 depicts the following Mexican stand-off with another
escapee, who later on in the game is revealed to be the Colonel’s
daughter, Meryl. In figures 8.01 and 8.02, the narrative had just cut away
to the other side of the door where a group of enemy soldiers are
preparing to burst in on them. One can see how cinematic style is used to
heighten the tension of the stand-off and at the same time of the
impending enemy attack. Metal Gear Solid uses film style narrative to set
up the next action gameplay sequence which starts in figure 8.15, where
Snake and Meryl must defend themselves against an onslaught of enemy
soldiers.
The narrative for Metal Gear Solid is as tightly plotted and scripted
as any number of boy’s own thriller-conspiracy-adventure stories. A good
23

24
Figure 8; Snake’s first meeting with Meryl, in Metal Gear Solid.

comparison might be seen in the Die Hard movies, which involve lots of
machismo, and stupid unbelievable things happening, but doesn’t take
itself too seriously.
Like Dragon’s Lair, however, one could hardly call Metal Gear
Solid an interactive movie. It works better than Dragon’s Lair because the
gameplay is more important that the narrative. Narrative is still linear and
unchanging. To play on the player must succeed at the tasks that the
narrative gives him or her, otherwise Snake will just get killed. The
narrative doesn’t get in the way of the gameplay though. If one wanted to
one can just click through the narrative sections and just get on with the
gameplay sections. Also as Steven Poole explains, “True montage,
meanwhile is still not used. An action movie would, for instance, cut
from a close-up of the hero’s face to his point of view of approaching
enemies, then back to a mid-shot of the hero with gun drawn, whereas
such scenes in Metal Gear Solid’s gameplay necessarily take place in
long shot [see figure 8.15]. Metal Gear Solid is a great videogame with
quasi filmic visual gimmickry, but it is nothing like an interactive
movie.”13
Another point to bear in mind when comparing computer games to
films, in terms of narrative, is pacing. A film relies on its short length to
be able to keep an audience interested. An audience cannot be expected to
sit down and watch a film that lasts for much more than four hours. A
25

filmmaker has a time limit to get his or her message across before an
audience loses interest. Bearing this in mind, editing techniques have
been developed that can compress a complex narrative into an incredibly
short time span. The extreme of this can be seen in any weekly prime
time drama episode on television that can pack a complex narrative with
numerous characters into neat thirty-minute slots.
Computer games, in contrast, can take months to complete.
According to Edge magazine Final Fantasy VIII takes over 100 hours to
complete and that, “Zelda: Ocarina of Time, a title that demands about 30
hours to complete via the most linear route from start to finish, has been
described as inadequate in length”14. In this respect a computer game may
be compared to a book in that it is something that a player may keep
coming back to, to play a little bit at a time. Unlike both books and film,
however, it is generally not the narrative that takes up the time. It is in
fact the gameplay. Indeed a player might even be stuck on a single
particularly difficult puzzle for weeks before he or she manages to break
through to the next part of the game.
This raises problems for narrative flow. As different players will
proceed through a single game at different speeds and in an erratic
manner it is difficult for game designers to create a narrative that flows
smoothly from beginning to end. This can lead to the player forgetting
what has gone on before in the game and what his or her goal is. This is
26

especially the case when a player returns to a game after a particularly
long absence. This problem is discussed in more detail later.
27

5 – Influence of Mythology and Folktale
In his book, The Hero with a Thousand Faces, Joseph Campbell
sums up the typical mythological narrative, “The mythological hero,
setting forth from his common day hut or castle, is lured, carried away, or
else voluntarily proceeds, to the threshold of adventure. There he
encounters a shadow presence that guards the passage. The hero may
defeat or conciliate this power and go alive into the kingdom of the dark
(brother-battle, dragon-battle; offering, charm), or be slain by the
opponent and descend into death (dismemberment, crucifixion). Beyond
the threshold, then, the hero journeys through a world of unfamiliar yet
strangely intimate forces, some of which severely threaten him (tests),
some of which give magical aid (helpers). When he arrives at the nadir of
the mythological round, he undergoes a supreme ordeal and gains his
reward. The triumph may be represented as the hero’s sexual union with
the goddess-mother of the world (sacred marriage), his recognition by the
father-creator (father atonement), his own divinisation (apotheosis), or
again – if the powers have remained unfriendly to him – his theft of the
boon he came to gain (bride-theft, fire-theft); intrinsically it is an
expansion of consciousness and therewith of being (illumination,
transfiguration, freedom). The final work is that of the return. If the
powers have blessed the hero, he now sets forth under their protection
28

(emissary); if not, he flees and is pursued (transformation flight, obstacle
flight). At the return threshold the transcendental powers must remain
behind; the hero re-emerges from the kingdom of dread (return,
resurrection). The boon that he brings restores the world (elixir).”15 (page
245, The Hero with a Thousand Faces, by Joseph Campbell, published by
Fontana Press).
Bearing this in mind one can look at many computer games and
pick out equivalents to match the points that Campbell has raised. In
Metal Gear Solid, the hero, Snake, is kidnapped by his employers, the
Special Forces Operations Unit, and delivered by submarine to a remote
Alaskan island. His mission is to infiltrate the top-secret base that has
been taken over by terrorists. At the beginning of Half-Life, the hero,
Gordon Freeman, is given a guided tour train ride through the huge Black
Mesa compound before being dropped off at the Anomalous Materials
section to start his day’s work. In Tomb Raider II, Lara Croft arrives at
her first location by helicopter. These examples represent the journey to
what Campbell refers to as the threshold of adventure.
The “shadow-presence” or threshold guardian is represented by
what the player must do to trigger the beginning of the actual gameplay
itself. In Half-Life’s case, it is that Gordon must insert the sample into the
energy beam before the game will begin properly. In Tomb Raider II,
Lara has climb up a massive cliff before she can get anywhere. In Metal
29

Gear Solid, Snake must make his way through the docks, to the elevator
without being spotted by the guards.
In game terms, “threshold guardian” can also be applied to end-of-
level guardians. These are usually particularly big and scary beasts or
particularly violent and spectacular set pieces that can be found at the end
of each level in many action games (figure 9). They must be overcome if
the player is to proceed on to the next level, or threshold (because of the
level based structure of many games, it may be considered that a game
has many thresholds whereas a myth might have only one).
Beyond the threshold then, the player of a computer game will
generally encounter both friends (helpers) and foes (tests). In Half-Life,
security guards and scientists must be protected if they are to be of
assistance. There are also objects left lying around the Black Mesa
complex, such as extra ammunition or medikits to boost Gordon’s health
30
Figure 9; End of level guardian in R-Type

levels. At the same time Gordon must deal with hordes of scary monsters
and government troops and solve various puzzles. These things act as
tests. In Tomb Raider, Lara Croft will generally encounter agents who
will hinder her progress and agents that will help her. The same again
applies to Metal Gear Solid and just about any other computer game one
cares to mention. This is in fact the meat of gameplay itself.
As the player approaches the end of a computer game there, it is
rare not to have a supreme challenge that he or she must overcome. In
Metal Gear Solid, Snake must engage in combat with the Metal Gear
robot itself, which is under the control of his evil brother. Metal Gear “…
contains next generation technology and is capable of annihilating an
entire city.”16. In Half-Life Gordon is transported to another world to do
battle with Gonarch.
A game might end with the overcoming of the supreme ordeal, but
sometimes the player is required to flee before a game can be finally
completed. In Metal Gear Solid for instance, Snake must escape through
a tunnel by jeep with his evil brother in hot pursuit.
The player will eventually emerge at the end of the game, having
saved the world, rescued a friend or found the talisman or elixir that he or
she originally set out to do.
In his book, Morphology of the Folktale17, Vladimir Propp states
that all folktales can be broken down to a few simple formulae. He argues
31

that the characters of a folktale can be reduced to a function, which can
be seen repeated in many other folktales. This theory is valid for
computer game narrative as well as for folktales. The characters as
personalities don’t really matter. Its what they do that counts; what their
function in the game is. Do they help the player? (e.g.; giving the player a
vital object or providing some important advice) Or do they hinder the
player (e.g.; killing him or her).
It is worth noting that, according to the introduction to the 2nd
edition of Morphology of the Folktale18 Propp’s Morphology theory has
actually been made into a computer program that generates its own
folktales.
It is also worth noting that there are a large number of computer
games that “[dip freely] into the myth kitty by basing themselves on
32
Figure 11; A scene from ZX Spectrum version of Tir Na Nog, based on the Celtic mythology of Cuchulain.

Arthurian Legend (Excalibur), Celtic sagas (Tir Na Nog [figure 10] and
Dun Durach on the ZX Spectrum), Norse sagas (Valhalla), or Tolkien’s
Middle Earth (The Hobbit), not to mention science fiction and fantasy
derivatives of these basic templates.”19.
33

6 – The Communication of the Narrative to the Player
Books use written language and films use linear sequence of
images. In terms of narrative, both forms have their rules of editing,
which can either be adhered to or broken. For example, many of the
narrative techniques developed by early film pioneers such as Eisentein
or the German Expressionists are still in use today in mainstream cinema
and television. What about computer games, however? How do computer
games actually communicate the narrative to the player?
As we have already seen, text-based adventure games that were
popular in the 1980s communicated their narratives through the use of
text. Although later text adventure games had increasingly sophisticated
34
Figure 11; Amiga version of Guild of Thieves, text adventure with illustrations.

graphics, these were invariably static illustrations and added little to the
game itself (figure 11). Indeed, sometimes a text adventure game fan
would complain that graphics got in the way of the writing and that it
hindered the player’s imaginative interpretion of the text. This is a
complaint that is often echoed by those who would like storybooks to
have no pictures. Everything in an adventure game was communicated by
text, whether it was location descriptions, object descriptions or a list of
the player’s inventory.
With the constantly improving standards of graphical technology
on relatively cheap home computers, game developers have been able to
develop more visual ways of telling a story. Indeed, we have already seen
how cinema provides a strong visual reference which computer games
often try to imitate. We have also seen how we have a problem of
narrative flow in computer games, where, due to the length of time a
particular challenge in a game can take, the player can forget the
narrative. By extension of forgetting the narrative the player can forget
what the point of the game is and what his or her goal is.
The designers of Half-Life have attempted to get around this
problem by placing obvious reminders at strategic points around the
levels. Marc Laidlaw, senior level designer at Valve Software explains,
“…you can peer through a pane of glass in a fire door and see your exit at
the far end of a corridor; but since the fire door is locked, you’ll need to
35

explore other avenues. Clever use of obstacles can turn a completely
obvious route into a complex non-obvious route. This technique was used
numerous times in Half-Life. What’s important is to make the goal
obvious from the first, in order to give players a start on solving the
problem of how to get there. And if they forget their goal somewhere
along the way, they will experience a jolt of recognition when they finally
gain the far-off door.”20.
Roberta Williams has worked on one the first graphic adventures,
Mystery House in 1980 for Sierra On-Line. She also stresses the
importance of jogging a player’s memory, “the object that must be
noticed is twice the size it should be, and centre screen, if possible. She
also believes in “message clues” through dialogue or through items that
say something when you click on them.”21.
One of the favourite ways of passing narrative information to the
player is via other character’s dialogue. Half-Life delivers its plot
developments through the mouths of the scientists and the security guards
at the beginning of each new level. This has a two-fold function as a
reward for the player and to set up a new, tougher task(s) for the next
level. For example, when Gordon does reach the surface at the end of
level one, he finds that government troops have arrived. Contrary to
expectation, however, instead of coming to help Gordon and the other
base personnel, they are shooting at them.
36

Having escaped from that first encounter with government troops,
Gordon finds another scientist. “Well, so much for the army.”, says the
scientist. He then goes on to explain to Gordon that from now on the base
personnel would be on their own. Caught between the vicious alien beasts
on one side and the government troops on the other, Gordon will now
have sort out this mess himself. He can start by going into the blast pit to
reactivate the nuclear reactor. This information is communicated to the
player by the scientist’s dialogue. The hostility of the government troops
is confirmed and the player now knows what his/her main task is for the
next level.
Metal Gear Solid works in a similar way in this respect. In
this game, the player is often made to follow vast tracts of dialogue,
detailing the highly intricate plotline. Indeed, despite Metal Gear Solid’s
cinematic looks, a lot of the narrative action actually takes place via
Snake’s Codec. This is a small two-way radio-like gadget, which allows
Snake to hold a radio conversation with his bosses without making any
noise (figure 12). This means that, for many of Metal Gear Solid’s major
plot developments, the player just follows the dialogue without the game
having to work too hard at trying to come across as a movie.
37

Indeed Olivier Masclef, the project director for Outcast (1999),
cites dialogue as one of the main routes for development in game
narrative. In Outcast itself, “Twenty hours’ worth of character dialogue
was provided by sixteen different voice actors.”22. Masclef believes that
an important future development for computer game narrative will be the
ability to generate speech on the fly as opposed to recording actors in a
studio. To do this game developers will have to develop increasingly
powerful artificial intelligence algorithms so that computer game
characters will be able to act more independently and intelligently within
the game. This would be as opposed to a game developer placing a
character to wait in a certain location for the player to arrive and then
giving a pre-recorded speech, as in Half-Life or Metal Gear Solid.
38
Figure 12; The Codec screen in Metal Gear Solid. Narrative is communicated by dialogue.

The narrative in Half-Life is also hinted at in other ways. Marc
Laidlaw, who oversaw the level designs during the game’s production,
describes some of these, “We selected details that seemed appropriate to
the research environment, and that added to the underlying story. Certain
areas were tailored specifically to the study of alien creatures, which
raises questions about how long the researchers at Black Mesa have
known about the aliens, and to what exactly they were doing with them.
As much as possible, the details also provided opportunities for
gameplay; for instance, sterilizers that were used by researchers to
cleanse rooms of biohazards turn out to be just as effective for vaporising
pursuing soldiers.”23.
39
Figure 13; Screenshot from Bladerunner. Much of this game involves interviewing different characters with pre-recorded dialogue.

Half-Life is interesting in terms of computer game narrative, as it
does not take control away from to player to explain the story. Even as
characters are explaining the situation to Gordon, the player is free to turn
his/her back, wander around or even to shoot the scientist. Killing
characters whose help is essential if the player is to move further into the
game raises problems for the narrative, however. As the narrative has no
way of progressing any further, the game has no option other than to end,
even though Gordon is still alive. Even so, the transparency of the game
works well as it increases the immersion for the player. Gabe Newell, the
project director of Half-Life describes the techniques used for this, “The
character of Gordon Freeman [was left] as transparent as possible to the
player. There’s no voiceover, no third-person camera or mirrors. We tried
never to pull the player out of the experience through cut-scenes,
voiceovers, or even Easter eggs or other obviously authorial devices. We
made the other characters in the game sympathetic and helpful, and then
we did horrible things to them to try a get the player to feel both loss and
the sense that the world was actually dangerous. We left a lot of
ambiguity in the story to allow the player to write the story however he
wanted to, from what he was experiencing.”24.
40

8 – Conclusion
It can be seen that although narrative and games are in many ways
incompatible with one another, they can still be used to complement each
other in other ways. The term “interactive fiction” is misleading, as the
narrative of a computer game is invariably non-interactive. Although a
computer may well have a choice of narrative threads that a player can
follow, they will always be pre-written by the authors. The player will
have very little influence over the narrative itself. What the narrative does
do, however, is provide a frame from which the gameplay can be hung.
For example, in Metal Gear Solid, Snake will get captured and tortured
by Revolver Ocelot. This is narrative and the player has no influence over
this, therefore this is non-interactive. It does, however, tell the player why
he or she must try to resist the torture by pressing the buttons on the
Playstation controller as rapidly as possible, and this involves
interactivity.
Narrative can be projected to the player using a variety of
techniques, owing to a computer’s ability to control a range of media.
When a narrative is used in a computer game it can usually be compared
to folktales. In folktales, as in computer games, it is what the characters
do that is more important than whom they are.
41

9 – Bibliography
Books
Bernays, A. and Painter, P. “What If?: Writing Exercises for Fiction Writers”, Harper
Perennial, New York 1990
Bishop, L. “Dare to be a Great Writer: 329 Keys to Powerful Fiction”, Writer’s Digest
Books, Cincinnati 1992
Campbell, J. “The Hero with a Thousand Faces”, Fontana Press, London 1993
Cook, P. (ed.) “The Cinema Book”, Published by British Film Institute, London 1996
Faber, L. / State Design “Re:Play: Ultimate Game Graphics”, Laurence King
Publishing, London 1998
Gaul, L. “The Fist That Shook the World: The Cinema of Bruce Lee”, Midnight
Marquee Press Inc., Baltimore 1997
Herz, J.C. “Joystick Nation”, Abacus U.K. 1997,
Morley, S. “Horror and Fantasy in the Cinema”, Studio Vista, London 1974
Nowell-Smith, G. (ed.) “The Oxford History of World Cinema”, Published by Oxford
University Press, New York 1997
Rolleston, T.W. “The Illustrated Guide to Celtic Mythology”, Studio Editions,
London 1994
42

Rollings, A. and Morris, D. “Game Architecture and Design”, Coriolis, Scottsdale
Arizona 2000
Philip, N. “Myths and Legends: Annotated Guides”, Dorling Kindersley, London
1999
Polti, G. “The Thirty-Six Dramatic Situations”, The Writer Inc., Boston 1993
Poole, S. “Trigger Happy: The Inner Life of Videogames”, Fourth Estate, London
2000
Propp, V. “Morphology of the Folktale”, University of Texas Press, Austin 1998
“Metal Gear Solid: The Official Strategy Guide”, Cyber Press Publishing S.A. and
Piggyback Interactive Limited, France and U.K. 1999
Saltzman, M. (ed.) “Game Design: Secrets of the Sages“, BradyGames, Indianapolis
1999
Schimmel, P. (ed.) “American Narrative / Story Art: 1967 – 1977”, Contemporary
Arts Museum, Houston 1977
Stam, R., Burgoyne, R. and Flitterman-Lewis, S. “New Vocabularies in Film
Semiotics”, Routledge, London and New York 1995
Articles
Adams, E. “Three Problems for Interactive Storytellers”, 29/12/99,
http://www.gamasutra.com
Arcade, “Get Flesh at the Weekend”, February 2000, Issue 16, Published by Future
Publishing
43

Bickmann, J. “Dragon`s Lair, a Laser Disc Legend”, 12/1/98, http://www.dragons-
lair-project.com/community/legend
Carson, D. “Environmental Storytelling: Creating Immersive 3D Worlds Using
Lessons Learned from the Theme Park Industry”, 1/3/2000,
http://www.gamasutra.com
Crawford, C. “The Art of Computer Game Design”, Berkeley 1984
Edge, “An Audience with Mev Dinc”, December 1999, Issue 79, Published by Future
Publishing
Edge, “But is it Art?”, December 1999, Issue 79, Published by Future Publishing
Edge, “Size Matters”, March 2000, Issue 82, Published by Future Publishing
Edge, “Telling Tales”, April 2000, Issue 83, Published by Future Publishing
Computer Games
ADVENT, 1967
Adventureland, Scott Adams 1978
Beneath a Steel Sky, Revolution Software Ltd. 1994, Published by Sold Out Software
Bladerunner, Westwood Studios Inc. 1997. Published by Electronic Arts Classics
Civilisation Call to Power, Activision 1999. Published by Activision
Colossal Adventure, Level Nine 1983
Dragon’s Lair, Magicom 1983
44

Final Fantasy VII, Squaresoft 1997. Published by Sony
Ghosts’n’Goblins, Japan Capsule Entertainment 1986
Guild of Thieves, Magnetic Scrolls 1987
Half-Life, Valve Software 1999. Published by Sierra-Online
Metal Gear Solid, Konami 1999. Published by Konami
Mystery House, Sierra-Online 1980
Outcast, Appeal 1999. Published by Infogrames
R-Type, Irem Corp 1987
Spacewar, Steve Russell 1962,
http://lcs.www.media.mit.edu/groups/el/projects/spacewar
Tir Na Nog, Gargoyle Games 1984
Tomb Raider II, Core Design Ltd. 1997. Published by Eidos
45

Endnotes
46

1 Barret, Mark. “Irreconcilable Differences: Game vs. Story”, http://www.gamedev.net/reference/design/archive/article887.asp, 19972 Herz, J.C. “Joystick Nation”, Abacus, U.K. 1997, page 53 Poole, S. “Trigger Happy: The Inner Life of Videogames”, Fourth Estate, London 2000, page 294 Poole, S. “op cit.”, page 325 Poole, S. “op cit.”, page 326 Herz, J.C. “op cit.”, page 117 Poole, S. “op cit.”, page 1078 Gabe Newell, managing director, Valve Software in ed. Saltzman, M. “Game Design: Secret of the Sages”, Bradygames, Indianapolis 1999, page 219 Campbell, J. “The Hero with a Thousand Faces”, Fontana Press, London 1993, page 5110 Campbell, J. “op cit.”, page 5111 Bickmann, J. “Dragon’s Lair, A Laser Disc Legend”, http://www.dragons-lair-project.com/community/legend, 12/1/9812 “Telling Tales” in Edge issue 83, April 2000, Future Publishing, page 5913 Poole, S. “op cit.”, page 9614 “Size Matters” in Edge issue 82, March 2000, Future Publishing, page 4715 Campbell, J. “op cit.”, page 24516 “Metal Gear Solid: The Official Strategy Guide”, CyberPress Publishing and Piggyback Interactive Ltd., France and U.K. 1999, page 12617 Propp, V. “Morphology of the Folktale”, University of Texas Press, Austin 199818 Dundes, A, “Introduction to the Seond Edition”, Berkeley 1968, in V.Propp. “op cit.”, page xv19 Poole, S. “op cit.”, page 10720 Marc Laidlaw, senior level designer, Valve Software in ed. Saltzman, M. “op cit.”, page 138 21 ed. Saltzmann, M. “op cit.”, page 11322 Poole, S. “op cit.”, page 11423 Marc Laidlaw, senior level designer, Valve Software in ed. Saltzmann, M. “op cit.”, page 141,24 Gabe Newell, managing director, Valve Software in ed. Saltzmann, M. “op cit.”, page 21