Ludology & Narratology

Narratology. Apparently this 'ology' has been around for a while as evidenced by Blogger's built in spell checker that doesn't see red when it sees the word in black. Since the term has been around for a while I suppose no one needs me to explain that narratology is the study of narratives.
Ludology. Now there's a different story. Ludology drives Blogger's spell checker nuts. It is not a term that has been around for long, that's for sure. For those as uninitiated as Blogger's spell checker, ludology comes from the combination of 'ludi' meaning 'game' and 'ology' meaning 'the study of'--ludology therefore means 'the study of games'. While games may have been studied games in the past, gaming has become more complex as technology becomes more complex as well--so complex has gaming become that a new spell checker irritating word has been created to define it.
So what do these two ologies have two do with one another? Perhaps the answer can be found in the 'snapshot' of the 'house' at the beginning of this blog entry.
While ludology is the study of games and gaming for the sake of studying games and gaming in and of itself, games have progressed to the point to where studying many games now includes the study of the narrative of the game.
Again, the idea that games have a narrative is not new. As Janet Murray points out in her essay, From Game-Story to Cyberdrama, "Games are always stories, even abstract games such as checkers or Tetris, which are about winning and losing, casting the player as the opponent-battling or environment-battling hero." What appears to be new is the incorporation of the narrative within the game itself. While a game may in fact be a story, the advent of digital media has taken a turn toward making the story a game. Murray makes the point that storytelling in games has become more and more common place because "the digital medium is well-suited to gaming..." Gaming and stories have many things in common, not the least of which is the fact that, again quoting Murray, "Stories and games are also both distanced from the real world..." Digital stories are allowing 'players' more ways in which to experience the story being told offering "still images, moving images, text, audio, three-dimensional, navigable space--more of the building blocks of storytelling than any single medium has ever offered us." (Murray, From Game Story to Cyberdrama)
So what does all of this have to do with the 'snapshot' of the 'house' at the beginning of this blog entry? In the introduction to the chapter "Ludology" in the book First Person, the editors Noah Wardrip-Fruin and Pat Harrigan ask the question, "Why focus on things that do not exist, are arguable impossible, and should they ever be created, might turn out to be of only marginal interest?" (35) The 'snapshot' and 'house' previously mentioned might, in some way, answer that question as the snapshot isn't really a snapshot and the house isn't really a house--at least not in the way we normally think of snapshots and houses.
The snapshot is a photo of a house in Second Life--my house to be precise. It is in that house that my "second self," Saraide Indigo, conducts business, meetings, and sometimes attends classes. In fact, Saraide is presently, along with the other members of the Tech Art class, constructing a narrative from her home that does not exist.
Second Life might qualify as an answer to Wardrip-Fruin and Harrigan's question. While games such as The Sims existed, they did not provide anywhere near the level of interaction and creation as exists in Second Life. It may be argued that prior to its creation, itself may have been thought of as an impossible dream and one that might have been of interest to only a few "techies". With millions of members across the globe conducting business, relationships, or creating what may be described as digital artwork, Second Life seems to demonstrate quite vividly the value of focusing on the impossible and possibly marginal.
While I have heard the criticism that Second Life is not real enough for some, for others, it seems to provide an answer to Ken Perlin's question, "...what would it take to make an interactive character on our computer screen seem real to us the way that a character on the page or silver screen does?" (Can There Be a Form Between Game and Story?, Ken Perlin) Second Life seems to imply that a high level of interactivity and artistic freedom goes a long way toward achieving that goal. User create their avatars--their clothes, hair, eyes, skin, and other body parts in as graphic detail as their imaginations allow. Once done, the user then explores the world more or less creating his or her own narrative along the way. Users may also enter pre-fabricated worlds where stories have been scripted for them, such as on the role playing worlds of Second Life.
In the coming weeks our TechArt class will be exploring the relationship between narrative and gaming first hand as we create our very own Second Life story--a story in which each class member will play a role not only in the story but in the story's creation. In fact, we have already been meeting in the house pictured at this blog entry's beginning. A large part of the story we create depends on the world already created within Second Life and what we are allowed to create within that world. While we may be considering ourselves as creating a story, we must also remember that we are, in some respects creating a game and in so doing, I believe we will be vividly demonstrating the truth of Henry Jenkins statement: "Game designers don't simply tell stories; they design worlds and sculpt spaces." (Game Design as Narrative Architecture)
It remains to be seen what kind of world we will design and how effect a story we will tell!


