[Update: I clarified a few arguments on 26-2.]
Now that Associated Press has a story out on the academic study of games that mentions ludology and narratology, and Gonzalo Frasca has posted his version of the story so far, let me post mine.
And this story doesn’t begin with a word, it begins with a discussion.
I think that anybody who designs or discusses games and/or wishes for “deeper” or “more meaningful” game content will inevitably run into a discussion of what the relation is between games and stories. This has been going on for quite some time. So after working on a game called Blackout in 1997, I was as frustrated as anyone with the game vs. story thing, so I started doing theory on it.
But there was a problem: For random historical reasons, video games entered the limelight at a time when the concept of narrative was at the height of vogue. If you wanted to seem clever and deep, easy – simply apply the term narrative/story to everything. His pasta tells a story. I once overheard a guy explaining that Frequency (a music/rhythm game) was interesting because it had a different narrative than other games! This atmosphere meant that much early academic theory was marred by blind assumptions that narrative theory would be the key to understanding games.
Somebody had to respond to this, and I hope I have some claim to fame in being one of the first academics to do this in much detail. So in my early work (A clash between game and narrative, 1998-1999) there are two parallel claims being made:
- Games and stories are very different things. (Story here understood as a fixed sequence of events.) What makes a game a game is exactly what makes it a non-story. It is a mistake to design games that try to be “story-like” and it is a mistake to analyze games as stories.
- The enjoyment of games hinge on their rules, not on their representational level. The representation / fiction of a game is unimportant. (I believe I was wrong about this one.)
After a few years, this thread starts overlapping with the thread of ludology – to me the idea that games should be studied as a unique field (borrowing from the appropriate other fields). I thought I heard the word from Gonzalo Frasca, but Lars Konzack has pointed out that he mentioned the word to me a bit before I read Gonzalo’s article on it. The oldest reference I have found is a 1982 article by Mihaly Csikszentmihalyi: “Does Being Human Matter – On Some Interpretive Problems of Comparative Ludology”. Behavioral and Brain Sciences, Volume 5, nr. 1. 1982. (It’s about whether we can compare human and animal play.)
The proclamations of a ludology then became interpreted as a rejection of narrative – this isn’t technically true, but you can see why someone would make the connection. First he say A, then he says B, so you assume the two things are connected.
Gonzalo Frasca does not make strong anti-narrative statements, but I do, and so does Markku Eskelinen. Eskelinen is also pretty close to claiming #2 above, that the representational level (or specifically what it says on the game box) is irrelevant.
Other actors in the story include Espen Aarseth and Aki Järvinen – I spent a lot of time with Aki at the DAC conference in 2000 wondering why all these people were looking at the anemic field of hypertext fiction when there were just so many more interesting things going on in games. Aki was also an early ludologist for that reason. And Espen has obviously written some pieces against narrativism, and has a famous paragraph on games not being stories in Cybertext. And anyone I missed.
Does the game vs. narrative discussion still matter today? Well, it has become quite tiring, mostly because half the people are using “narrative” to mean a fixed sequence of events, and half of the people are using it to mean” interesting stuff”. (The second version is not very useful, by the way.) A major point of my Ph.D. dissertation is to sidestep this mix-up by talking about fiction instead.
Perhaps the discussion is most important on a design level. I think that over-reliance on the concept of narrative remains a very serious problem in the game design experiments done at universities around the world.
Finally, as it happens with popular terms, there are many competing interpretations of it. Here are the five most popular interpretations of ludology for the time being:
- The study of games.
- The study of games as rules, ignoring their fictional content.
- The study of games with a strong anti-narrative stance (meaning: against blindly using traditional narratology, but including the fictional content of games).
- A group of people around the Game Studies journal (decidedly wrong – read the articles, please).
- The people at the Game research center in Copenhagen (also wrong – read what is actually being published).
Regarding 4 and 5, I know my two colleagues Susana Tosca and Lisbeth Klastrup are really fed up with people randomly assuming they are “ludologists”, and then attacking them for saying things that they haven’t said at all.
You are in reality free to pick your personal favorite from 1-3, but I vote for using ludology in meaning #1: The study of games.
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PS. Both Susana Tosca and Marie-Laure Ryan have recently told me that they thought the ludologists are fighting an imaginary narratological straw man – indeed, that the narratologists do not exist at all. And on some level, I see what they mean – it is very seldom these days that you’ll meet someone who will squarely proclaim that games are stories. But 6 years ago, it was so obvious – everybody academic just instinctively talked about games as narratives. I have explained how games are different to stories to hundreds of people, and they were invariably shocked at the complete radicality of the suggestion. I’ve explained it to so many fellow literature students who thought it sounded completely wild. But I can see why it looks weird now – simply because people started thinking better of it.
PPS. Here are some earlier articles on the game/story thing:
Andy Cameron: Dissimulations. 1995.
Mark Barrett: Irreconcilable Differences: Game vs. Story. 1997.
PPPS. I called this the definitive history because I know the discussion will never die.