The 'game system' fires up, the fans roar (or hopefully not so much), and the once black screen ignites. Immediately the player engages the video game and encounters stimuli; text; main menus, loading screens, cinematics, play mechanics, player characters, non-player characters, etc. They take witness and navigate the system using designed actions, play mechanics. Using these mechanics, the player acts as an agent within the participatory dramatic spectacle. An agent is a person or thing that takes an active role. The player moves forward through a series of events acting with designed mechanics to bring about change in the system in order to achieve some desired outcome. To act is to cause or experience events. An event is a transition from one state to another. As a player acts he assembles a series of logical and chronologically related events, a fabula. This is the story, a series of events cognitively assembled and perceived by the player. The player authors this story through the reading of the text; the video game.
"A narrative text is a text in which an agent relates a story in a particular medium" [Bal 1994]. The video game is related, or narrated, by the video game engine to the player through both active and passive means. Text, imagery, feedback, sound, and temporal sequences are read, perceived and judged. The game engine presents a narrative text to the player and says read me; understand what I am; and immerse yourself in the simulation.
Some are better readers, better players, but all the players read and absorb the experience. As the player progresses in his play these judgments about the events, experienced as a result of his actions, cause him to modify his play to produce desired results. Reading allows the player to determine the next action needed to achieve a specific objective, or 'object of desire.' The story is needed by the player to convey the subjective meaning associated with the narrative read in the video game. A dramatic pattern that when assembled by the player creates a [player] story; a communication about the way things are within a particular system.
Drama is defined as "A serious play of human
conflict." This is especially apt for video games.The basic conflict of protagonist (player 1), deuteragonist (player 2) and the antagonist is at the core of life, drama, and games. Whether it's a Wii bowling game or a online multiplayer strategy game, conflict, and it's resolution, is also at the core of game mechanics.
It is the same mechanic that has driven mankind forward in the religion, sciences, arts, and humanities. It is this innate conflict of life which has been at the core of human pondering for almost as long as recorded history. The ancient Chinese drawing a dualism in approaches to conflict resolution between Sun
Tzu, with life as a series of conflicts which can be overcome by a
skilled tactician to achieve his object of desire, and Buddha, with
life as suffering (conflict) and the way to overcome it as a secession
of desire.
Conflict renders life in the present. Through it's being mankind gains purpose and meaning through the chaos of change. Too in the realm of story, in the realm of drama, conflict acts as the very catalyst which drives human life forward. A classical 3-act narrative structure is
driven by an active protagonist seeking to achieve an object of desire,
and the conflict which arises out of action to achieve that object. The
pattern repeats until a final climatic conflict occurs that drives the
protagonist to a penultimate action to achieve his object of desire.
This is resolved in the denouement, which gives or takes the object of
desire to the protagonist, in all or part, depending on the degree of
irony.
In that, games become systems to understand conflict and it's
resolution in the drama of real life. An old friend of mine once told me that his British father
would say: "We don't have wars in Europe anymore, we have soccer."