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RULES & FICTION
STORYTELLING IN GAMES
JESPER JUUL
JESPER JUUL
VIDEO GAMES ARE TWO THINGS AT SAME TIME
▸ Video games are “ruled and make-
believe”
▸ Consist of real rules and fictional
worlds
▸ To play a video game is to interact
with real rules while imagining a
fictional world
▸ But only small parts of fictional
world are implemented in rules of
the game
JESPER JUUL
IMPORTANT OPENING POINTS
▸ Difference between rules and fiction
▸ Rules are objective, obligatory, unambiguous
▸ Fiction is subjective, ambiguous, evocative, open to discussion
▸ In games, rules function independently of fiction; fiction relies on rules
▸ What’s the difference between abstract game and representational games?
▸ Tetris vs. Counter-Strike
▸ What about Chess?
▸ Example of what Juul calls “incoherent world” - many events in
the fictional/representational world cannot be explained without
discussion of rules
▸ Can you describe a play session of “Red Dead Redemption”
without resorting to the rules?
FIGURE / GROUND
RULES / FICTION (WHICH IS
FIGURE, WHICH IS GROUND?)
M.C. Escher
M.C. Escher, Day and Night
What elements of the fictional representation are
marked as having information about rules?
What’s the function of tags, markers, and pointers
in games?
Can you think of examples where video games
mark off portions of the fictional world, thereby
indicating the presence of game rules?
JESPER JUUL
RULES & FICTION PROVIDE CONTEXT FOR ACTIONS
▸ The rules of a game add meaning and context, enabling
actions
▸ Players interact with the rules
▸ The fiction of a game adds meaning and context, adding
significance to actions
▸ Players imagine and interpret a fictional world
JESPER JUUL
EMERGENCE VS. PROGRESSION
▸ Two basic ways that games are structured
▸ Emergence: a number of simple rules combine to form interesting variations
▸ Examples?
▸ Tetris, Pac-Man, Chess, Poker, card games, sports, etc.
▸ Progression: separate challenges presented serially
▸ Popular with adventure games
▸ Strong control yielded to game designer
▸ Games with storytelling ambitions
▸ Examples
JESPER JUUL
CHAPTER ON “FICTION”
▸ Why are video games so good at projecting fictional worlds?
▸ Rules are automated - allows for more complex rules
and more detailed worlds
▸ Rules are hidden - allows player to focus on the
appearance of the game as fictional world, rather than
set of rules
▸ Video games are immaterial (software) - allowing for
visualization of fictional worlds
GRAPHICS, SOUND, TEXT, CUT SCENES
Johnny Appleseed
WAYS OF CREATING FICTIONAL WORLDS IN GAMES
‣GRAPHICS
‣SOUND
‣TEXT
‣CUT SCENES
‣GAME TITLE, BOX,
MANUAL, ADS
‣HAPTICS
‣RULES
‣PLAYER ACTIONS
‣TIME
‣RUMORS
‣OTHERS?
WAYS OF CREATING “FICTIONAL WORLDS” IN GAMES
TIME IN GAMES
REMEMBER THE DIFFERENCE BETWEEN
STORY (CONTENT PLANE) AND DISCOURSE
(HOW THE STORY IS NARRATED)
Rules & Fictional Worlds
Rules & Fictional Worlds
Rules & Fictional Worlds
Rules & Fictional Worlds

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Rules & Fictional Worlds

  • 3. JESPER JUUL VIDEO GAMES ARE TWO THINGS AT SAME TIME ▸ Video games are “ruled and make- believe” ▸ Consist of real rules and fictional worlds ▸ To play a video game is to interact with real rules while imagining a fictional world ▸ But only small parts of fictional world are implemented in rules of the game
  • 4. JESPER JUUL IMPORTANT OPENING POINTS ▸ Difference between rules and fiction ▸ Rules are objective, obligatory, unambiguous ▸ Fiction is subjective, ambiguous, evocative, open to discussion ▸ In games, rules function independently of fiction; fiction relies on rules ▸ What’s the difference between abstract game and representational games? ▸ Tetris vs. Counter-Strike ▸ What about Chess? ▸ Example of what Juul calls “incoherent world” - many events in the fictional/representational world cannot be explained without discussion of rules ▸ Can you describe a play session of “Red Dead Redemption” without resorting to the rules?
  • 5. FIGURE / GROUND RULES / FICTION (WHICH IS FIGURE, WHICH IS GROUND?)
  • 7. M.C. Escher, Day and Night
  • 8. What elements of the fictional representation are marked as having information about rules? What’s the function of tags, markers, and pointers in games? Can you think of examples where video games mark off portions of the fictional world, thereby indicating the presence of game rules?
  • 9.
  • 10. JESPER JUUL RULES & FICTION PROVIDE CONTEXT FOR ACTIONS ▸ The rules of a game add meaning and context, enabling actions ▸ Players interact with the rules ▸ The fiction of a game adds meaning and context, adding significance to actions ▸ Players imagine and interpret a fictional world
  • 11. JESPER JUUL EMERGENCE VS. PROGRESSION ▸ Two basic ways that games are structured ▸ Emergence: a number of simple rules combine to form interesting variations ▸ Examples? ▸ Tetris, Pac-Man, Chess, Poker, card games, sports, etc. ▸ Progression: separate challenges presented serially ▸ Popular with adventure games ▸ Strong control yielded to game designer ▸ Games with storytelling ambitions ▸ Examples
  • 12. JESPER JUUL CHAPTER ON “FICTION” ▸ Why are video games so good at projecting fictional worlds? ▸ Rules are automated - allows for more complex rules and more detailed worlds ▸ Rules are hidden - allows player to focus on the appearance of the game as fictional world, rather than set of rules ▸ Video games are immaterial (software) - allowing for visualization of fictional worlds
  • 13. GRAPHICS, SOUND, TEXT, CUT SCENES Johnny Appleseed WAYS OF CREATING FICTIONAL WORLDS IN GAMES
  • 14. ‣GRAPHICS ‣SOUND ‣TEXT ‣CUT SCENES ‣GAME TITLE, BOX, MANUAL, ADS ‣HAPTICS ‣RULES ‣PLAYER ACTIONS ‣TIME ‣RUMORS ‣OTHERS? WAYS OF CREATING “FICTIONAL WORLDS” IN GAMES
  • 15. TIME IN GAMES REMEMBER THE DIFFERENCE BETWEEN STORY (CONTENT PLANE) AND DISCOURSE (HOW THE STORY IS NARRATED)