[Reader-list] First Submission on Computer games and Interactive fiction
Souvik Mukherjee
prosperoscell at rediffmail.com
Thu Mar 6 01:32:43 IST 2003
And Alice Played A Video game: Alice, Harry Potter and the
Computer Game: a study of the relationship between children's
fantasy adventure stories and interactive computer games
by Souvik Mukherjee
How often one wishes to learn some magic and to be Peter Pan or
Harry Potter or visit Wonderland with Alice! But, then again I
often wonder, would their stories remain the same if I stepped
into their roles? Would I have acted differently? And, would that
have changed the narrative altogether? Then, what if every one of
us wanted to 'be' Harry Potter, in his or her own separate way?
Then what would happen to the infinity of Harry Potter stories,
thus generated? The result we might expect would be chaos. The
actual result, however, would be something else: it would be a
computer game!
In this paper I would like to propose that the multiple
possibilities of narrative action in children's fiction,
especially fantasies such as Alice's Adventures in Wonderland or
the Harry Potter stories, bring these stories very close to
computer games. I believe that certain sub-genres of children's
fiction work with premises similar to the computer game as regards
narrative flexibility and other features. A child's dream, as in
Alice or in Hojoborolo, can create an unreal world full of
constant activity as in computer games. These can be shown as
prototypes for computer games or games in the making. I shall
therefore take two children from fiction to compare the child in
literature with the child in the game: Alice in Through the
Looking Glass and Harry Potter in Harry Potter and the Sorcerer's
Stone (also known as Harry Potter and the Philosopher's Stone).
The chief reason behind the choice is that they are both popular
and representative of their respective centuries. The other reason
is purely technical: both characters have been represented in
eponymous computer games. I am here using the American McGee's
Alice and Harry Potter and the Sorcerer's Stone, both made by
Electronic Arts, as examples of such games. Since I haven't as yet
played the Harry Potter game, I shall use the Alice game for a
first-hand account. I shall however use screenshots and game
reviews to comment about both of them.
But first let us see how a computer game actually works. The
computer game consists of infinitely branching levels of
narrative. The story changes from player to player. In fact, the
player is both the author of the story as well as reader.
Therefore very often, comparisons have been made with Jorge Luis
Borges's short story The Garden of the Forked Paths or with
hypertext and interactive fiction.
The game does not follow narrative time: every action in it
happens 'now'. Because of the innumerable possibilities involved,
the game is distanced from reality. And it often evaluates the
player's skill. Let us then build up a workable definition from
these clauses: The computer game, then, is an activity taking
place on the basis of formally defined rules, containing an
evaluation of the efforts of the player and the story of which
differs from player to player. When playing a game, the rest of
the world is ignored.
The American dramaturgist and computer theorist Brenda Laurel has
extended the idea of stories to interact with and take part in in
a more theoretical way. [1] In this proposed system, the computer
program must take on the role as author while the game progresses.
Any action by the player must lead to the system adapting the
fictive world. According to the game designer Chris Crawford,
computer games have four basic characteristics (Crawford 1982)
[2]:
1. Representation: A game is a closed formal system that
subjectively represents a subset of reality. (By subjective,
Crawford means that a game is not necessarily trying to represent
reality.)
2. Interaction: The game acknowledges and reacts to the player.
(Unlike a puzzle, which simply lies still.)
3. Conflict: A game presupposes a conflict. This can be either
between several players or between the players' goal and whatever
prevents the player from reaching that goal.
4. Safety. The player is safe (in a literal sense) from the events
in the game. (Gambling presents a special case, where the outcome
of the game is designed to have impact in the real world.)
To this fourfold definition, I will add a fifth clause:
5. The construction of narrative: as stated before, every game
keeps constructing its own narrative.
We will first look at the inherent game-like structure in both the
stories of Alice and Harry Potter. Then we shall consider each of
the five defining clauses of the formal computer game and see how
applicable they are to the stories of Alice and Harry, and thereby
to some types of children's fiction.
Before that, however, we could possibly look at a few other types
of literature and see how closely they resemble the computer game.
I have concentrated on children's fiction set in fantasy
environments and not on 'serious' children's fiction. Children
like Oliver Twist or Little Nell are essential part of an
emotional and realistic environment. Hence they have no place in
the computer game. The real world excludes a large number of
choices, which can be made in the fantasy world. As Humpty Dumpty
says to Alice, 'When I use a word, it means just what I choose it
to mean'. You couldn't do that in the real world, could you? As
for emotions, I do not think any extant computer game can
accommodate what E. M. Forster calls a 'round' character. Instead
there is, a rather flat character whose involvement in the plot is
not emotional, but rather a matter of exploring a world, solving
problems, performing actions, competing against enemies, and above
all dealing with objects in a concrete environment. This kind of
involvement is much closer to playing a computer game than to
living a Victorian novel or a Shakespearean drama.
Certain other types of narration have often been cited as being
very close to the game-structure, namely science fiction and the
cinema. My argument would be that these do not show an equal
degree of interactivity to the game, or for that matter the
children's fantasy. I shall elaborate on this later on, when I
look at interactivity separately. Most children's fiction,
however, shows a game-structure to some extent. Let us see how.
Both Alice and Harry are playing games in their respective
stories. Through the Looking Glass can be looked at as a chess
game in progress. Lewis Carroll himself comments on the
playability of his story: 'As the chess-problem, given on the next
page, has puzzled some of my readers, it may be well to explain
that it is correctly worked, so far as the moves are concerned.'
[my italics]
This comment makes the game associations of his book even more
obvious. In fact, both Alice books are based on games. Alice's
Adventures in Wonderland could be seen as a kind of card game, and
we have already spoken of Through the Looking Glass. Besides the
cards and the chess games, they also contain plenty of
mathematical puzzles and word games. Being awfully bad at maths, I
would not dare bother you with mathematical problems. Speaking
instead of word-games, Humpty Dumpty's analysis of the Jabberwocky
poem is a famous example:
"To 'gyre' is to go round and round like a gyroscope. To 'gimble'
is to make holes like a gimlet." "And "the wabe' is the grass plot
round a sundial, I suppose?" said Alice, surprised at her own
ingenuity. "Of course it is. It's called 'wabe', you know because
it goes a long way before it, and a long way behind it . . . "
"And a long way beyond it on each side," Alice added. "Exactly so.
Well, the 'mimsy' is 'flimsy and miserable' (there's another
portmanteau for you)."
Both Humpty and Alice are playing with English words and juggling
with them to create new ones. The reading of the Jabberwocky poem
is also a game. Alice uses a mirror to read it and finds a poem,
which resembles English. But there could be plenty of other ways
to look at it. There could also be an utter failure to make
anything out of it. Other than these the books are replete with
all sorts of games: there is croquet, a caucus-race and a
mock-chivalric joust.
Like the many games in the Alice books, Quidditch in Harry Potter
seems to contain many games in one, perhaps a combination of
hang-gliding, hockey, and bungee jumping. And Harry loves
quidditch; there are over three games of quidditch played in the
first book alone. As in Through the Looking Glass here too there
are games of chess, called wizard chess, being played. Harry's
best friend, Ron Weasley is a past master of this game. In the
Harry Potter stories, games actually play a major part in
problem-solving. In the first book, two of the spells guarding the
philosopher's stone involve game playing. Harry has to play one of
his best games of quidditch to gain the key to the door. The door
itself opens to reveal another game: this time, a huge set of
wizard chess where the huge pieces actually destroy themselves. To
cross the floor they have to checkmate the white king and conquer
the white army, which guards the passage. ''It's obvious, isn't
it?" says Ron. "We've got to play our way across the room."
Like all games, the games played in these books have their
objectives. It might be to cross a passage as in the last example,
or to go to a new place as in Through the Looking Glass, or simply
to win house points for Gryffindor as in Harry's quidditch
matches. Similarly, the story as a whole has its objective: to
destroy Voldemort's evil plans in Harry Potter and for Alice, to
become a queen or simply to go home.
Now it would be instructive to compare this with the computer game
per se. This too has its objective: victory or the maximum points
scored. If the game evaluates the player, Harry Potter in the
story is also being constantly evaluated and keeps gaining or
losing house-points. The formal set of rules that form the base of
the computer game can be compared to the basic conventions of the
fictional narrative. We said earlier that while playing a game the
rest of the world is ignored. This is evident both in Alice and in
Harry Potter. The definition we prepared for the computer game is
therefore equally true of these books. What remains now is to
consider the five clauses which were used to evaluate the
effectiveness of the computer game, namely: representation,
interactivity, narrative construction, conflict and safety.
About the representation of a subset of reality, I do not have
much to say. The Harry Potter story has a quasi-real environment,
which is a 'not-so-well-known part of England'. But it is there
and even has its own ministry - the ministry of magic. The same
goes for Alice.
Interactivity of games and narratives has long been a
controversial topic. Questions of how interactive a game or a book
can be are matters of dispute. But that the computer game, at
least, is to some extent interactive has been accepted. Once I
start a game, I can control the fate of my narrative. I keep
interacting with a set of rules and thereby make my own changes
and augmentations to a narrative existing only in its shell, as in
the base narrative told at the beginning of games like American
McGee's Alice and Harry Potter and the Sorcerer's Stone. This
interactivity is not present in normal forms of fiction where
there is no possibility of intruding into the plot. Nor would it
be possible in the movie or in science fiction as much as in
children's fiction like Harry Potter that involves fantasy and a
game-structure as shown earlier. For example Harry Potter has to
work out a riddle for reaching the philosopher's stone. He has to
discover a hidden set of rules by which he changes his story in
his favour.
In other forms of narrative, barring some forms of science fiction
[3], the possibilities of change are far the lesser. Not so in the
Harry Potter stories. Hogwarts literally keeps changing itself.
The staircases keep moving and changing places. Doors pretend to
be walls. Paintings move from canvas to canvas. On top of
everything, there is Peeves the poltergeist to confuse you.
Similarly, in Wonderland Alice finds no help in the Cheshire cat
when she asks for directions:
"In that direction," the Cat said, waving its right paw round,
"lives a Hatter: and in that direction," waving the other paw,
"lives a March Hare. Visit either you like: they're both mad."
But there are always plenty of possibilities present: if the
staircase had not confused him, Harry would never have discovered
the secret door guarded by the three-headed dog. The story could
then have been entirely different. Had Alice not played the
chess-game the way she did the story could have taken a different
turn. She could either have won the game in more than the eleven
moves, which make up her story or she could have lost all her
pieces. It is just that both Harry Potter and Alice have used the
numerous choices available to construct their stories as we read
them now. The errant staircase could have behaved itself in the
Philosopher's Stone and Alice could have proved a less competent
chess-player. For that matter, so could Ron Weasley. God knows
what would have happened then.
I can, however, give you one alternative. For this I must tell you
a story:
The White Rabbit popped up every now and then and told me, 'Don't
dawdle Alice. We must be on our way'. And guess who was my guide!
it was the Cheshire cat. And as can be expected, it ditched me
whenever I needed advice and vanished into thin air. Suddenly two
chessmen attacked me: the knight charged and the castle blocked my
way. Luckily, I found the vorpal sword in time and killed them
both. Now was the time to set out and kill the Jabberwocky. But I
believe, I had been a trifle careless and a red pawn cut my head
off with an axe. And before I had fully realized what had happened
I heard, as I had heard so many times, the Hatter's insane laugh
and once again the game was over.
This, though I am a rather bad storyteller, is not entirely my own
concoction. Yet in a way, it is. This was just one outcome of my
playing the game called the American McGee's Alice, which I have
already introduced. The basic plot might belong to the game but
the choices which take it further are mine. And even if I might
not have realized it, I was constructing an entirely new narrative
while playing. Let us now discuss the other chief clause that we
have spoken of: the construction of the narrative.
In the process let me introduce the basic story of the two
computer games, for those of us who are not already familiar with
them. For this purpose I shall use game reviews published in
popular gaming magazines or web sites. TechTV, a computer
game-oriented web site comments:
The key to this game's success is its simplicity. You navigate
through Harry Potter with the arrow keys or, occasionally, the
mouse. Gameplay is in the third person and your view is fixed over
Harry's shoulder, his Hogwarts cloak flapping in the wind behind
him. The game begins with a quick voice-over synopsis of the
story's opening events. Gameplay kicks in after the Sorting Hat
places Harry (at his request) in Gryffindor. Next we meet Albus
Dumbledore, who invites Harry to explore the castle but reminds
him not to be late for class. The game then takes on a tutorial
tone as Harry explores Hogwarts and its environs and learns how to
cast spells and navigate the puzzles he'll face later. In other
words, this game is about jumping puzzles, timing puzzles, and
exploration - all very simple and not at all challenging. There is
no death here, only the prospect of Harry fainting and having to
restart. Instead of posing a challenge, Harry Potter offers
variety and charm. It never lets you stay in one place for long.
One minute you're engaged in jumping puzzles, the next you're
levitating giant statuary onto platforms, and then you're riding a
broom . . .
I've already spoken about the Alice game, but the Electronic Arts
Review would perhaps be of some more help: When Alice answers a
distressed summons to return to Wonderland, she
barely recognizes the befouled setting. From the fungal rot of the
Mushroom Forest to the infernal chemistry of the Mad Hatter's
Domain and beyond, Wonderland festers to its core. Undaunted by
the diseased ambience, cavernous confusion, and mortal danger that
surround her, Alice must undo the chaos. Equipped with courage, a
keen appetite for the bizarre, and a lethal array of
transmogrified toys, she'll penetrate the strongholds of her
enemies, confront the forces of evil, and put the wicked Queen of
Hearts in her place.
In this game, of course, one finds the basic plot of the Alice
stories given a different twist. As far as I have been able to
play it, all the characters from the book are there, but the hints
of evilness in the Queen of Hearts and the madness of the Hatter
and the March Hare have been given a diabolic twist. For regular
gamers this game is scarcely different from the 3-d shooting games
(first-person-shooters) like Doom or Quake.
Both games involve constant action. The action is dependent on the
player's choice. If the player's interpretation of the situation
differs then he makes different choices. These choices determine
what puzzle he must solve and in what time sequence. Together with
that there is the constant risk of failure. As in my case, where
the white pawn attacks me from behind. There is also the chance of
getting lost in the game world if one strays onto the wrong path.
This is again reminiscent of Borges's The Garden of Forked Paths.
Borges makes his character, the famous sinologist Stephen Albert
say, 'time forks perpetually towards innumerable futures'. The
narrative in the game too, forks towards innumerable futures. In
this sense the game has also been compared to the hypertext.
The hypertext theorist David Bolter claims that when Wolfgang Iser
and Stanley Fish argue that the reader constitutes the text in the
act of reading, they are describing hypertext. If that is so, then
the reader-response theory can also be applied to the computer
game. Of course, the reader-response theory itself has several
positions within it, so this might prove difficult. We could
possibly apply Fish's theory, that the reader creates the entire
text, to the computer game. Instead of 'creates' perhaps one
should say 'recreates' because the game is not completely free of
the base narrative. This would then bring us to a question of
control over the narrative.
Game design theory talks of controlled access vis-à-vis random
access. Controlled access refers to the series of choices which
govern the game, and random access to the element of uncertainty
plus the base plot of the game. it is only with a balance of the
two that a narrative can be properly constructed. I would argue
that even in the books, Alice and Harry try to maintain this
balance as they play along their respective game patterns and
construct their stories. Let us take an example from Harry Potter
and the Sorcerer's Stone. Harry has suddenly been moved from the
human world to the wizarding world by the giant Hagrid. This is an
instance of random access. Whoever knew that the boy from Privet
Drive had magical powers! That he has to go to Hogwarts and join
the sorting ceremony is compulsory. Such events in the book
correspond to the basic rules of the game. But when he puts on the
sorting hat a different thing happens. He makes a desperate mental
effort to exercise his choice not to join the Slytherins. This is
controlled access. Harry Potter has made a controlled choice.
Therefore even in narrative construction, the book has some
similarities with the games.
The next things to consider would be the penultimate and ultimate
clauses of our comparison: conflict and safety. Without conflict
there cannot be any fun in achieving your objective. And fun is
essential to any game. It is the reason why we play. This is one
area where both the Harry Potter books and the game are the most
similar. In both of these there is the major conflict with
Voldemort and certain minor conflicts between Draco Malfoy and
Harry, or with the ever-wrathful Snape.
In the American McGee's Alice game, the conflict is simple: almost
every creature in the diabolic Wonderland is an enemy. The
conflict in the Alice books, however, is more difficult to define.
Robert Polhemus in his essay Play, Nonsense, Games: Comic
Diversion has this to say about the nonsense in Carroll:
But there is an equally strong hostile impulse in nonsense - the
desire to satirize the senselessness of the world. The Red Queen
sums it up: 'you may call it 'nonsense' if you like . . . but I've
heard nonsense, compared with which that would be as sensible as a
dictionary!' As usual in Carroll, what at first seems
self-enclosed is in another light, mimetic and referential. The
nonsense poem A-sitting on a gate says in effect that there are
things in Wordsworth's Resolution and Independence just as absurd
as anything the white knight can devise." The conflict in the
Alice books is against society and a backdrop of nonsense veils
it. [4]
Safety in a computer game implies both the players literal safety
from the violence in the game and the apparent distance from the
rest of the world while playing. In the literal sense, we must
admit, neither Alice nor Harry are safe from the action in their
stories. In fact, Harry comes out of it badly injured after his
encounter with Voldemort. But as far as the distance from the
outside world is concerned, we must remember that when Harry
fights Quirrell, he is completely alone. As for Alice, she is in a
strange world of dreams and the outside world is far away as long
as she is asleep.
We have seen the intrinsic similarities of these two books with
their counterparts in computer games and with the structure of
computer games, in general. Analysed in terms of the defining
clauses of such games, these books reveal many similarities. Many
of the clauses have been as easily applied to these books as to
games. Like the player of the computer games, both Harry and Alice
create and simultaneously read their own stories. The story as we
currently have it in Harry Potter and the Sorcerer's Stone and in
Through the Looking Glass can then be seen as one played game
among the infinite playable games possible. Among the latter, even
my own abortive Alice game finds its place.
Here I would like to point out that some children's books
capitalized on their game-like narrative flexibility long before
video games were conceived of. At a recent seminar on the History
of the Book, Dr. Alexis Tadie drew attention to a parallel story
narrated in the marginalia of a British soldier's copy of Kim [5].
The fact that the story of Kim can be read also as a Tommy's
life-story is intriguing, indeed. In effect, then, perhaps the
soldier who possessed that copy of Kim was playing 'the Great
Game' mentioned in the novel, in his own way.
Thus we can see how certain types of children's fiction can be
looked at as proto-computer games. And though unlike computer
games in that they tell just one story at a time, they are similar
because they contain numerous other potential narratives. I would
like to conclude by saying that the child in the book looks
forward to the child in the game and thereby to an ideal
inexhaustible narrative.
Bibliography:
Texts:
Lewis Carroll. Through the Looking Glass. [available online]
J K Rowling. Harry Potter and the Sorcerer's Stone. (also known as
Harry Potter and the Philosopher's Stone)
Rudyard Kipling. Kim [available online]
Jorge Luis Borges. The Garden of Forked Paths
Sukumar Ray. Hojoborolo (English trans. by Dr. Sukanta
Chaudhuri)
Games:
American McGee's Alice. Electronic Arts
Harry Potter and the Sorcerer's Stone. Electronic Arts
Game reviews:
TechTV. Harry Potter and the Sorcerer's Stone review
EA (Electronic Arts). American McGee's Alice review
Nintendo. GameBoy review of American McGee's Alice
Books:
Blake, Kathleen: Play, Sport and Games
Brooks, Peter: Reading for the Plot. Knopf, New York, 1984.
Cambridge, Massachusetts: Harvard University
Bush, Vannevar: As we may think. 1945. [Project Gutenberg]
Crawford, Chris: The Art of Computer Game Design. 1982, electronic
version
Fish, Stanley: Is There a Text in This Class? Cambridge,
Massachusetts: Harvard University Press, 1980.
Iser, Wolfgang. The role of the Reader
Juuls, Jesper. Games telling stories. (jesper juul: text)
King, Geoff. Narrative and Spectacle: Video games and Hollywood
Landow, George P.: Hypertext: The Convergence of Contemporary
Critical Theory and Technology 1992.
Laurel, Brenda (ed.): The Art of Human-Computer Interface Design.
Reading, MA: Addison-Wesley, 1990
Lesnie-Oberstein, Karin. Fantasy, Childhood and Literature: in
pursuit of wonderlands
McGann, Jerome. The Rationale of the Hypertext [available
online]
Platt, Charles: Interactive Entertainment. I Wired 3.09
Polhemus, Robert. Play, Nonsense, and Games: Comic Diversion.
References:
1 . Brenda Laurel (ed.): The Art of Human-Computer Interface
Design. Reading, MA: Addison-Wesley, 1990 pp.135-42
2 Chris Crawford: The Art of Computer Game Design. 1982,
electronic version
3 The concept of Time travel is especially worth mentioning in
this context. The classic example , of course, is H.G.Wells's The
Time Machine
4 Johan Huizinga mentions the Halsrätsel (roughly translated as
'neck-riddle') as a form of the rather dangerous medieval 'game'.
I believe a comparison with the Halsrätsel and the Queen of
Hearts' frequent "Off with her head" would be instructive in this
context.
5 Dr. Alexis Tadie of the University of Paris mentions this in his
paper at the Book History Seminar, Jadavpur University,
Calcutta.
http://www.telegraphindia.com/archive/1020211/the_east.htm
prospero's cell wishes you a happy and magical time.
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