I found the information from asource on the Internet and I quite agree with the text that game and narrative seems to be a conflict. This is another information that I find out in order to make me having more understanding about the concept and idea of narrative and game.
Computer games do not seem to be based on narratives: Classical action based games like Space Invaders (Taito 1977) or Donkey Kong (Nintendo 1981) do contain a framing narrative about, respectively, a space station attacked by aliens and a girl kidnapped by an evil ape. It is then the responsibility of the player to right this wrong – chase away the aliens, rescue the girl. This is the structure of a simple narrative: A good situation threatened, the hero has to restore order. But unlike narratives, where a part of the reader’s incentive is the desire to know the ending, the ending of an action-based game is known from the start; it is the goal of the player to actualise this good, wellknown ending. Additionally the narrative frames are not especially tied to the games; it takes only few graphical modifications to turn Space Invaders (space game) into Centipede (game where you fight spiders and centipede, Atari 1980). A traditional game like chess also has a similar narrative frame, one of two societies at war. But that is hardly the point of chess: Playing a game, one gradually ignores the story and graphics to focus exclusively on the structure of the game, i.e. what manoeuvres it takes to complete the game – no matter what the game “is about”. Tetris (Pazhitnov 1985) with the falling squares that have to be fitted contains no frame story or any indication of what you are “really” doing: The squares on the screen seem to be nothing but squares on the screen: You can have a computer game without any narrative elements.
There seems to be a conflict between the temporalities of the game and the narrative : When something is interactive – like a game – the interactivity has to be now, when the player makes a choice. But the narrative has a basic trait of being about something past. Similarly, space is treated differently: Computer games always create space, where the player can move around, but narratives are very focused on skipping uninteresting spaces; a journey is only described when something actually happens. It is essential for the narrative that narration does not happen with constant speed, but that we shift between resume, cuts, and scene. The computer action game is based on real time, on the constant control of the player. It is a constituting trait of the narrative as such, and of the novel in particular, that the time of the narrator and the time of narrated are distanced in time. And that any novel raises questions of the identity and knowledge of the narrator. This relation between the narrated and the narrator is an important device of the novel. But the computer game does not share this temporal split between the time of the narrated, of the narrator and of the reading: In the computer game, these three times are imploded to a single now. This means that the computer game does not allow for the interesting variations in the relation between narrator and narrated.
Reference source :
http://www.jesperjuul.net/thesis/1-introduction.html
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