VideoGameNarrativeandCriticism
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VideoGameNarrativeand
Criticism:PlayingtheStory
TamerThabet
TamerThabet2015
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ISBN:9781137525550EPUB
ISBN:9781137525543PDF
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DOI:10.1057/9781137525543
ToAnaPriscilla
Contents
Acknowledgments
Iwouldlikethankbothmyparentsandmybrotherfortheirloveandencouragement.This
workwouldnothavebeenpossiblewithouttheirsupport.
I would also like to express my utmost gratitude to Professor Bart Eeckhout at the
UniversityofAntwerpforhisinvaluableadviceandhelp.Iamhonoredtohaveworked
withhim.ThisisalsoanopportunitytothankProfessorKevinKeeofBrockUniversity
and Professor Frederico Fernandes of the State University of Londrina. I owe much to
them.
Introduction
Abstract:Astructuralstudyofthevideogamenarrativeisoverdue.Narrationingames
defiestheconventionalunderstandingofhowstoriesarecommunicatedbecausethestory
istoldbothbytheplayerandthegamesystem.Inthisintroduction,wewillpresent
groundworkconceptssuchasthenatureofplayasanactofnarrationandthequestionof
criticism.
Keywords:criticism;fictionalworlds;narrative;player-response
Thabet,Tamer. VideoGameNarrativeandCriticism:PlayingtheStory. Basingstoke:
PalgraveMacmillan,2015.DOI:10.1057/9781137525543.0003.
Playasnarration
Some would say this is a story about retribution, but for me it is about treachery and maybe patience. I wondered which quote would fit in a story about the time I had my
nemesis, and it occurred to me how eloquently a fictional character such as Brick Top
wouldputit:DoyouknowwhatNemesismeans?Arighteousinflictionofretribution
manifested by an appropriate agent; personified in this case by me. Now I cannot
remember his name, but I spent quite some time trying to get him. My archenemy was
invinciblejustbecausehecouldfly.Heoftenruinedmyplans,butthistimethingsgota
littletoopersonal.
Itwasaregularcounter-snipermission.Myteamwastaskedtoclearsomesnipernests
acrosstheriver.Everythingwasgoingperfectlyuntilheshowedupflyingoverourcamp
and dropping his unlimited hand grenades on us. You do know that snipers are not
supposedtoflyandcertainlycouldnotcarryaninfinitenumberofgrenades.Nooneelse
couldfly,andso,weallhadtoabandonhideoutsandrun.Thatmorning,ifyoudidnotget
blownupbyoneofhisfrags,hissniperbuddieswouldpickyouupfromacrosstheriver
atahundredyards.Alleffortstoshoothimdownwerefutile,evenwitha.50caliberrifle.
Histauntinglanguagewascolorfulasusual,andhisfavoritetopicsincludednationalities,
sexuality,andmother-relatedideas.Hefinallychallengedoneofustoaknifefight.Man
toman,hesaid.Nooneonmyteamwanteditforfearthathewouldhaveanothertrickto
cheat.Ivolunteered,sohelandedonthebridge.Irantowardhimwithmybowieknifeat
hand,andthenIstoppedleavingsome10metersbetweenus.Iwaited.Hedidnotcheat
thistime,andhedashedatmewithhisknife.Idroppedmyknife,pulledmygun,andshot
himtillhefelldeadonthebridge.Iescapedbacktothejunglebeforeherespawned.Of
course he was upset about my treachery and returned for his own vengeance, but this is what archenemies are for, right? This is one of the true stories that happen in fictional gamingworlds.With suchimpunity,millions ofplayerstraverse thefictionallandscapes
ofvideogameseverydayinsearchoftheexperienceofbeingsomeoneelse.Whatwecall
stories have turned into infinite opportunities for one to be transformed, immersed, and challenged,andtheyletonelivelarger-than-lifeexperienceswhileimpersonatingfictional
characters.Onecouldhaveanantagonistorevenbeone.
We have read, watched, and listened to stories, but what does it mean to play them?
Videogamesarethefictionalworldswhereplayerscanvirtuallylivestoriesandassumea
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