The use of narrative elements in computer
games such as characters, themes, and plot gives stories
the ability to be retold.
Although the sequence of events and concrete settings
may change, the goals and actions are what lures players
to keep coming back into the game-world. As with the oral storyteller who tells great
stories, the listener becomes more and more engaged. The
irony in narratives is the fact that when stories are transformed
from the oral, to the written, to the visual, the story
changes according to the storyteller, but remains true to
the same three basic elements of character, plot and theme.
The Concept of Re-Tellability
From the perspective of Gaming Theorists
Juul, Eskelin and Ryan, games have similar traits based
on the classical argument for the existence of narratives,
Re-tellability. Re-tellability is when a story can be translated
from one medium to another: Narrative may be a special ability
or competence that when mastered, allows us to summarize
and retransmit stories in other words and other languages,
to transfer them into other media, while remaining recognizably
faithful to the original narrative structure and message
(Brooks 3-4).
Games and Narratives can be split
into two levels of discourse: the telling of the story and
the story told. The
story-told can be further split into two parts: existents
(actors and settings) and events (actions and happenings).
A story can be recognized because it has the same
existents (with the same names) and the same events; this
is what we usually mean by talking of "the same story"
(Chatman 19). If
the computer game is a narrative medium, stories from other
media must be retellable in video games, and video games
must be re-tellable in other media.
Role-Playing Video
Games
The difference between the now in
narratives and the now in games is that the first now concerns
the situation where the reader's effort in interpreting
obscures the story -- the text becomes all discourse, and
consequently the temporal tensions ease. As we have learned
from storytelling, the first story is usually oral, then
transformed into writing (textbooks), and then transformed
into visuals (pictures). In addition, the increasing versatility
of video games due to enhanced story-lines offer the possibility
to let players not only retell a predefined story but also
modify or even create it as it is being experienced. When
such story-telling applications are created, they will increase
the level of engagement for people and further blur the
line between story-teller and audience.