1 00:00:09,570 --> 00:00:19,200 a everyone um how's it going 2 00:00:15,179 --> 00:00:22,009 so okay basically could talk about 3 00:00:19,199 --> 00:00:24,660 narrative and try and provide us a 4 00:00:22,009 --> 00:00:27,268 summary or a kind of insight into 5 00:00:24,660 --> 00:00:31,170 narrative in games obviously narrative 6 00:00:27,268 --> 00:00:34,500 is a pretty huge topic so I'm not going 7 00:00:31,170 --> 00:00:37,350 to be able to go over the whole history 8 00:00:34,500 --> 00:00:39,929 of narrative and narrative theory and 9 00:00:37,350 --> 00:00:43,050 everything so I'm going to look at a 10 00:00:39,929 --> 00:00:46,558 specific article that I find really 11 00:00:43,049 --> 00:00:50,149 inspiring which is called game designers 12 00:00:46,558 --> 00:00:52,468 narrative architecture by Henry Jenkins 13 00:00:50,149 --> 00:00:54,480 and I'm going to apply that to 14 00:00:52,469 --> 00:00:56,579 blood-borne some we use blood-borne as 15 00:00:54,479 --> 00:00:58,529 an example of what he's talking about 16 00:00:56,579 --> 00:01:00,628 because blood-borne is just a really 17 00:00:58,530 --> 00:01:03,679 great game and I think it tells its 18 00:01:00,628 --> 00:01:06,959 story in a really interesting way 19 00:01:03,679 --> 00:01:13,739 everyone hear me okay by the way yeah 20 00:01:06,959 --> 00:01:16,489 cool okay so um it's a great opening 21 00:01:13,739 --> 00:01:21,179 slide and that the image is courtesy of 22 00:01:16,489 --> 00:01:21,599 solo who's a has it his tumblr page 23 00:01:21,180 --> 00:01:25,470 there 24 00:01:21,599 --> 00:01:31,438 okay sunshine that dr. tom blow calm and 25 00:01:25,469 --> 00:01:32,759 I used that which is good so a little 26 00:01:31,438 --> 00:01:34,859 bit about me and my research I'm 27 00:01:32,759 --> 00:01:36,840 currently writing a PhD in titled 28 00:01:34,859 --> 00:01:38,368 ludonarrative convergence a study of 29 00:01:36,840 --> 00:01:40,020 narrative development in recent video 30 00:01:38,368 --> 00:01:43,349 games across reception production and 31 00:01:40,019 --> 00:01:47,039 player contexts so we're playing out 32 00:01:43,349 --> 00:01:50,250 here that academics and game designers 33 00:01:47,040 --> 00:01:52,880 share a love for the colon so that's 34 00:01:50,250 --> 00:01:56,099 something that we all have in common 35 00:01:52,879 --> 00:01:58,589 I'm interested in production studies and 36 00:01:56,099 --> 00:02:00,539 building bridges between academic 37 00:01:58,590 --> 00:02:03,540 humanities Department and the industry 38 00:02:00,540 --> 00:02:05,070 so part of my PhD is about interviewing 39 00:02:03,540 --> 00:02:07,649 game designers about their kind of 40 00:02:05,069 --> 00:02:10,038 practices of kind of you know 41 00:02:07,649 --> 00:02:12,269 implementing narrative in their games 42 00:02:10,038 --> 00:02:13,889 I'm interested in raising the profile of 43 00:02:12,269 --> 00:02:17,430 video games as a valuable object of 44 00:02:13,889 --> 00:02:19,559 study within humanities which is why me 45 00:02:17,430 --> 00:02:21,389 and Tom organized this day of talks and 46 00:02:19,560 --> 00:02:22,909 I'm interested in exploring how 47 00:02:21,389 --> 00:02:25,340 narrative and 48 00:02:22,909 --> 00:02:27,740 ludecke gameplay elements of games can 49 00:02:25,340 --> 00:02:33,080 work together to create meaningful and 50 00:02:27,740 --> 00:02:36,560 original narrative experiences so in 51 00:02:33,080 --> 00:02:40,820 kind of video games there's generally 52 00:02:36,560 --> 00:02:44,449 seen a conflict between a story and 53 00:02:40,819 --> 00:02:48,799 gameplay and so this is summed up quite 54 00:02:44,449 --> 00:02:50,030 nicely by this quotes by Greg Costigan I 55 00:02:48,800 --> 00:02:53,630 hope I've pronounced his name correctly 56 00:02:50,030 --> 00:02:54,979 I probably haven't so there's a direct 57 00:02:53,629 --> 00:02:56,900 and immediate conflict between the 58 00:02:54,979 --> 00:02:59,090 demands of a story and the demands of a 59 00:02:56,900 --> 00:03:00,530 game diverging from a story's path is 60 00:02:59,090 --> 00:03:03,020 likely to make for a less satisfying 61 00:03:00,530 --> 00:03:04,490 story restricting a player's freedom of 62 00:03:03,020 --> 00:03:06,590 action is likely to make for a less 63 00:03:04,490 --> 00:03:10,700 satisfying game so these things are 64 00:03:06,590 --> 00:03:14,090 often seen as in tension and in terms in 65 00:03:10,699 --> 00:03:18,199 the academic field of game studies which 66 00:03:14,090 --> 00:03:20,420 isn't exactly like game design that you 67 00:03:18,199 --> 00:03:23,989 might be familiar with game studies kind 68 00:03:20,419 --> 00:03:25,849 of a discourse that kind of is has been 69 00:03:23,990 --> 00:03:28,659 trying to establish itself for a long 70 00:03:25,849 --> 00:03:31,489 time within the humanities departments 71 00:03:28,659 --> 00:03:33,919 and they've largely or have 72 00:03:31,490 --> 00:03:35,629 traditionally split into two camps this 73 00:03:33,919 --> 00:03:38,359 is one of the big debates in game 74 00:03:35,629 --> 00:03:41,870 studies is lewd ology versus narratology 75 00:03:38,360 --> 00:03:43,610 so a typical neurologists position is 76 00:03:41,870 --> 00:03:45,050 that computer games and not narratives 77 00:03:43,610 --> 00:03:47,120 rather than narrative tends to be 78 00:03:45,050 --> 00:03:49,100 isolated from or even work against the 79 00:03:47,120 --> 00:03:50,959 computer gamers of the game that's 80 00:03:49,099 --> 00:03:54,049 Jesper Juul who's like a leading narrow 81 00:03:50,959 --> 00:03:56,170 lead ologist and a typical narrow 82 00:03:54,050 --> 00:03:58,760 colleges position is about Janet Marie 83 00:03:56,169 --> 00:04:00,919 and she talks about which comes first 84 00:03:58,759 --> 00:04:02,659 the story or the game for me it's always 85 00:04:00,919 --> 00:04:04,369 the story that comes first because 86 00:04:02,659 --> 00:04:06,590 storytelling is a core human activity 87 00:04:04,370 --> 00:04:08,539 one that we take into every medium of 88 00:04:06,590 --> 00:04:11,150 expression from the aural formulaic to 89 00:04:08,539 --> 00:04:13,310 the digital multimedia so lewd ologists 90 00:04:11,150 --> 00:04:16,399 are very much about moving on and 91 00:04:13,310 --> 00:04:19,100 looking at games specifically for their 92 00:04:16,399 --> 00:04:20,750 unique interactions and don't want to 93 00:04:19,100 --> 00:04:24,530 know about narrative in their most 94 00:04:20,750 --> 00:04:26,029 extreme state and narratology 95 00:04:24,529 --> 00:04:29,509 are a bit more interested in narrative 96 00:04:26,029 --> 00:04:32,329 and disc reiated a bit of tension so 97 00:04:29,509 --> 00:04:34,550 things got a little heated so in an 98 00:04:32,329 --> 00:04:36,469 article game studies org which is one of 99 00:04:34,550 --> 00:04:40,030 the leading journals on gay 100 00:04:36,470 --> 00:04:42,860 studies mark o/s : and said in his 101 00:04:40,029 --> 00:04:44,359 article the gaming situation he wants to 102 00:04:42,860 --> 00:04:46,819 annihilate for good the discussion of 103 00:04:44,360 --> 00:04:48,259 games as stories narratives or cinema in 104 00:04:46,819 --> 00:04:49,849 this scenario stories are just 105 00:04:48,259 --> 00:04:51,949 uninteresting ornaments or gift 106 00:04:49,850 --> 00:04:53,840 wrappings to games and laying any 107 00:04:51,949 --> 00:04:55,670 emphasis on studying these kinds of 108 00:04:53,839 --> 00:04:58,759 marketing tools is just a waste of time 109 00:04:55,670 --> 00:05:01,490 and energy so for him narrative is just 110 00:04:58,759 --> 00:05:03,079 a marketing tool which is a sick burn 111 00:05:01,490 --> 00:05:07,300 for the narratology 112 00:05:03,079 --> 00:05:11,979 out there and demonstrates I think that 113 00:05:07,300 --> 00:05:11,980 academics can also enter into flame wars 114 00:05:12,040 --> 00:05:21,379 so enter Henry Jenkins is like a hero of 115 00:05:16,819 --> 00:05:24,500 mine and so he wrote this essay game 116 00:05:21,379 --> 00:05:26,000 designers narrative architecture and one 117 00:05:24,500 --> 00:05:28,399 of the reasons I love this so much is 118 00:05:26,000 --> 00:05:29,990 it's a kind of a fairly early attempt to 119 00:05:28,399 --> 00:05:32,149 kind of build a bridge between these two 120 00:05:29,990 --> 00:05:34,160 positions so he says in this short piece 121 00:05:32,149 --> 00:05:35,810 I hope to offer a middle ground position 122 00:05:34,160 --> 00:05:37,700 between the lewd ologist and meratol 123 00:05:35,810 --> 00:05:39,680 adjusts one that respects the 124 00:05:37,699 --> 00:05:42,139 particularity of this emerging medium 125 00:05:39,680 --> 00:05:44,319 examining game's lesser stories than a 126 00:05:42,139 --> 00:05:46,668 spaces right with narrative possibility 127 00:05:44,319 --> 00:05:49,909 so I'm going to explore this essay in 128 00:05:46,668 --> 00:05:51,500 relation to blood-borne so he encourages 129 00:05:49,910 --> 00:05:54,860 us to think about games in less 130 00:05:51,500 --> 00:05:57,410 reductive ways okay a game story telling 131 00:05:54,860 --> 00:05:59,060 in this reductive ways and this is some 132 00:05:57,410 --> 00:06:02,330 of the problems he has with the lewd 133 00:05:59,060 --> 00:06:04,009 ologists view of narrative so I think 134 00:06:02,329 --> 00:06:06,259 they have too limited a conception of 135 00:06:04,009 --> 00:06:07,819 narrative based on classical linear 136 00:06:06,259 --> 00:06:10,129 storytelling rather than more 137 00:06:07,819 --> 00:06:12,500 experimental forms he thinks they have 138 00:06:10,129 --> 00:06:14,269 too limited a conception of narration 139 00:06:12,500 --> 00:06:16,430 focusing on the work of the author 140 00:06:14,269 --> 00:06:18,199 rather than the process of narrative 141 00:06:16,430 --> 00:06:21,650 comprehension so the experience of 142 00:06:18,199 --> 00:06:23,120 actually reading the thing and he asked 143 00:06:21,649 --> 00:06:25,310 whether games and their entirety of 144 00:06:23,120 --> 00:06:26,959 stories rather than and they sorry they 145 00:06:25,310 --> 00:06:28,699 asked whether games in their entirety 146 00:06:26,959 --> 00:06:30,769 are stories rather than whether 147 00:06:28,699 --> 00:06:35,089 narrative enters a game a more localized 148 00:06:30,769 --> 00:06:36,709 level which he argues and finally they 149 00:06:35,089 --> 00:06:38,810 assume that stories are self-contained 150 00:06:36,709 --> 00:06:40,399 rather than serving some specific 151 00:06:38,810 --> 00:06:42,740 functions within a new transmedia 152 00:06:40,399 --> 00:06:44,918 storytelling environment just something 153 00:06:42,740 --> 00:06:48,918 I'll touch on again in a minute 154 00:06:44,918 --> 00:06:50,329 so there isn't as much a big divide 155 00:06:48,918 --> 00:06:53,478 between video games 156 00:06:50,329 --> 00:06:55,279 literary tradition as you might think 157 00:06:53,478 --> 00:06:57,469 Jenkins suggests there's a link between 158 00:06:55,279 --> 00:06:59,029 spatial stories of videogames and older 159 00:06:57,470 --> 00:07:01,270 forms of stories having like the hero's 160 00:06:59,029 --> 00:07:03,679 Odyssey quest myths and travel writing 161 00:07:01,269 --> 00:07:05,959 the notion of the monomyth was put 162 00:07:03,680 --> 00:07:08,150 forward by Joseph Campbell in his book 163 00:07:05,959 --> 00:07:10,399 the hero with a thousand faces which is 164 00:07:08,149 --> 00:07:12,288 really famous had a huge influence on 165 00:07:10,399 --> 00:07:14,508 things like Star Wars and has a huge 166 00:07:12,288 --> 00:07:17,628 influence on game does game designers 167 00:07:14,509 --> 00:07:20,060 and game critics Mary Lou Ryan's book 168 00:07:17,629 --> 00:07:22,280 narrative as virtual reality makes the 169 00:07:20,060 --> 00:07:24,319 case for games as building on notions of 170 00:07:22,279 --> 00:07:26,209 immersion and interactivity that always 171 00:07:24,319 --> 00:07:28,039 been a concern of literature so those 172 00:07:26,209 --> 00:07:29,598 are the two big things that are always 173 00:07:28,038 --> 00:07:31,519 talked about in relation to games and 174 00:07:29,598 --> 00:07:33,519 she says no they've been there all along 175 00:07:31,519 --> 00:07:36,829 they're just more intensified or 176 00:07:33,519 --> 00:07:39,318 slightly different in games and James 177 00:07:36,829 --> 00:07:40,758 Newman uses em4 stirs notion of flat and 178 00:07:39,319 --> 00:07:42,319 round characters to explore how 179 00:07:40,759 --> 00:07:44,060 characters and video games are typically 180 00:07:42,319 --> 00:07:46,370 defined by their functions and abilities 181 00:07:44,060 --> 00:07:49,848 so it's kind of like a wealth of 182 00:07:46,370 --> 00:07:52,218 thinking about games using kind of more 183 00:07:49,848 --> 00:07:54,889 literary theories and literary theories 184 00:07:52,218 --> 00:07:57,800 can be very systematic and we all know 185 00:07:54,889 --> 00:08:03,019 how game designers love systems so 186 00:07:57,800 --> 00:08:04,848 there's a bit of commonality there so 187 00:08:03,019 --> 00:08:06,918 Jenkins wants us to think about games of 188 00:08:04,848 --> 00:08:08,750 spatial stories so he says game 189 00:08:06,918 --> 00:08:11,389 designers don't simply tell stories they 190 00:08:08,750 --> 00:08:13,250 design worlds and sculpt spaces so 191 00:08:11,389 --> 00:08:15,408 considering what ways the structuring of 192 00:08:13,250 --> 00:08:18,228 game space facilitates different kinds 193 00:08:15,408 --> 00:08:20,750 of narrative experiences so the work the 194 00:08:18,228 --> 00:08:23,120 designer does anticipates different 195 00:08:20,750 --> 00:08:27,098 narrative experiences for the player 196 00:08:23,120 --> 00:08:30,050 he's enough he also says though that 197 00:08:27,098 --> 00:08:33,528 games are a bit different to traditional 198 00:08:30,050 --> 00:08:38,089 stories and there's a tendency to 199 00:08:33,528 --> 00:08:39,879 dismiss games as as not an expressive 200 00:08:38,089 --> 00:08:43,279 medium because they're perceived to have 201 00:08:39,879 --> 00:08:45,620 overly simplistic storytelling but as 202 00:08:43,278 --> 00:08:47,600 Jenkins suggests spatial stories are not 203 00:08:45,620 --> 00:08:49,519 badly constructed stories rather they're 204 00:08:47,600 --> 00:08:52,040 stories that respond to alternative 205 00:08:49,519 --> 00:08:54,740 aesthetic principles privileging spatial 206 00:08:52,039 --> 00:08:56,179 exploration / plot development spatial 207 00:08:54,740 --> 00:08:58,399 stories are held together by broadly 208 00:08:56,179 --> 00:08:59,989 defined goals and conflicts and pushed 209 00:08:58,399 --> 00:09:02,120 forward by the characters movement 210 00:08:59,990 --> 00:09:05,159 across the map 211 00:09:02,120 --> 00:09:06,539 so let's move on to blood-borne what is 212 00:09:05,159 --> 00:09:08,850 it just briefly you probably all know 213 00:09:06,539 --> 00:09:11,899 what it is Japanese action role-playing 214 00:09:08,850 --> 00:09:13,980 game released in 2015 on PlayStation 4 215 00:09:11,899 --> 00:09:16,500 developed by from software and published 216 00:09:13,980 --> 00:09:18,180 by Bandai Namco is the spiritual 217 00:09:16,500 --> 00:09:20,399 successor to the soul series which 218 00:09:18,179 --> 00:09:23,669 includes Demon Souls and Dark Souls 1 2 219 00:09:20,399 --> 00:09:25,079 and almost 3 is coming out soon and 220 00:09:23,669 --> 00:09:27,229 we're looking forward to that 221 00:09:25,080 --> 00:09:29,580 the lead designer is hitter taka 222 00:09:27,230 --> 00:09:33,149 Miyazaki and he's very much considered 223 00:09:29,580 --> 00:09:35,759 the creative force behind the game and 224 00:09:33,149 --> 00:09:37,919 has I guess the privileged position of 225 00:09:35,759 --> 00:09:41,250 being like an author within the 226 00:09:37,919 --> 00:09:45,479 commercial games industry on YouTube 227 00:09:41,250 --> 00:09:48,778 there's dozens dozens and dozens of 228 00:09:45,480 --> 00:09:50,250 videos exploring the law of blood-borne 229 00:09:48,778 --> 00:09:52,649 which is something that I'm going to 230 00:09:50,250 --> 00:09:54,480 touch on a bit in this talk and I think 231 00:09:52,649 --> 00:09:56,129 in quite interesting ways so his a few 232 00:09:54,480 --> 00:09:58,200 of the youtubers who are engaged and 233 00:09:56,129 --> 00:10:01,559 that kind of stuff to introduce the game 234 00:09:58,200 --> 00:10:03,470 and this kind of thinking about I'm 235 00:10:01,559 --> 00:10:07,708 going to use a video by Fatih Vidya 236 00:10:03,470 --> 00:10:09,778 which is a disss or extract looking at 237 00:10:07,708 --> 00:10:13,079 some of the lore of the game think on 238 00:10:09,778 --> 00:10:15,389 human history imagine if in any era a 239 00:10:13,080 --> 00:10:17,240 church was founded that had access to a 240 00:10:15,389 --> 00:10:20,009 substance that could cure any illness 241 00:10:17,240 --> 00:10:22,350 imagine if this church gave it freely to 242 00:10:20,009 --> 00:10:24,509 a city how powerful that city would 243 00:10:22,350 --> 00:10:27,060 become and how powerful the church would 244 00:10:24,509 --> 00:10:29,250 become within it this is exactly what 245 00:10:27,059 --> 00:10:30,809 happened in the Arnim people came far 246 00:10:29,250 --> 00:10:32,669 and wide to be treated with the 247 00:10:30,809 --> 00:10:34,799 miraculous blood of the gods and the 248 00:10:32,669 --> 00:10:37,469 people of yharnam put their faith in the 249 00:10:34,799 --> 00:10:39,479 healing church in fact what happened in 250 00:10:37,470 --> 00:10:42,120 yharnam is eerily similar to what 251 00:10:39,480 --> 00:10:44,159 happened in the tombs deep below where 252 00:10:42,120 --> 00:10:45,899 the blood was originally found and as 253 00:10:44,159 --> 00:10:48,149 you know many chalice dungeons 254 00:10:45,899 --> 00:10:50,939 especially those of lauren are now 255 00:10:48,149 --> 00:10:53,189 overrun by horrific beasts the lower 256 00:10:50,940 --> 00:10:55,350 laron chalice states there are trace 257 00:10:53,190 --> 00:10:57,420 remains of medical procedures in parts 258 00:10:55,350 --> 00:10:59,278 of ailing Leron whether these were 259 00:10:57,419 --> 00:11:01,769 attempts to control the scourge of the 260 00:10:59,278 --> 00:11:03,049 beast or the cause of the outbreak is 261 00:11:01,769 --> 00:11:05,389 unknown 262 00:11:03,049 --> 00:11:07,490 the ailing LaRon chalice states the 263 00:11:05,389 --> 00:11:09,708 tragedy that struck this ailing land of 264 00:11:07,490 --> 00:11:12,259 LaRon is said to have its root in the 265 00:11:09,708 --> 00:11:14,689 scourge of the beasts some have made the 266 00:11:12,259 --> 00:11:18,379 dreaded extrapolation that yharnam may 267 00:11:14,690 --> 00:11:19,970 be next Yanam was next through overuse 268 00:11:18,379 --> 00:11:22,039 of the healing blood the city would 269 00:11:19,970 --> 00:11:24,440 eventually succumb to the scourge of the 270 00:11:22,039 --> 00:11:26,778 beast until then though Lawrence and the 271 00:11:24,440 --> 00:11:29,180 healing church managed to grow in power 272 00:11:26,778 --> 00:11:34,028 with the miraculous healing properties 273 00:11:29,179 --> 00:11:39,049 of their special yet infected blood okay 274 00:11:34,028 --> 00:11:41,240 so I think I think what that video 275 00:11:39,049 --> 00:11:42,740 demonstrates is um blood-borne doesn't 276 00:11:41,240 --> 00:11:45,049 go to any trouble to make its meaning 277 00:11:42,740 --> 00:11:47,450 clear though that meaning is always 278 00:11:45,049 --> 00:11:49,278 tantalizing which has resulted in 279 00:11:47,450 --> 00:11:51,980 hundreds of deeply analytical RT 280 00:11:49,278 --> 00:11:53,360 articles and videos on YouTube so this 281 00:11:51,980 --> 00:11:55,190 video is a good example of the kind of 282 00:11:53,360 --> 00:11:57,259 close textual analysis and use of 283 00:11:55,190 --> 00:11:59,450 sources that we might expect in academia 284 00:11:57,259 --> 00:12:01,220 which leads me to speculate that the 285 00:11:59,450 --> 00:12:03,410 majority of the scholarly activity 286 00:12:01,220 --> 00:12:06,500 around such games occurs in the fan 287 00:12:03,409 --> 00:12:09,620 space Henry Jenkins has also been a key 288 00:12:06,500 --> 00:12:11,120 figure writing about fan studies and if 289 00:12:09,620 --> 00:12:13,669 you want to find out more about that and 290 00:12:11,120 --> 00:12:15,980 what he believes the value of fan 291 00:12:13,669 --> 00:12:18,769 discourses are to academia you can read 292 00:12:15,980 --> 00:12:22,789 his book textual poachers or mat hills 293 00:12:18,769 --> 00:12:25,789 book fan cultures very interesting so 294 00:12:22,789 --> 00:12:27,559 Jenkins talks about four modes of 295 00:12:25,789 --> 00:12:28,969 spatial storytelling and they will begin 296 00:12:27,559 --> 00:12:33,078 with ease I've called them the for ease 297 00:12:28,970 --> 00:12:35,990 of spatial storytelling so they evoke 298 00:12:33,078 --> 00:12:38,028 enact in bed and have emergent 299 00:12:35,990 --> 00:12:41,060 narratives and we're going to go through 300 00:12:38,028 --> 00:12:42,740 each of those in relation to blood-borne 301 00:12:41,059 --> 00:12:45,469 so it's sold with the evocative 302 00:12:42,740 --> 00:12:47,509 narrative so Jenkins says such works do 303 00:12:45,470 --> 00:12:49,519 not so much tell self-contained stories 304 00:12:47,509 --> 00:12:52,250 as draw upon or pre-existing narrative 305 00:12:49,519 --> 00:12:55,069 narrative competencies games can be 306 00:12:52,250 --> 00:12:57,220 based on licenses they can rely on 307 00:12:55,070 --> 00:13:00,079 genre conventions they can recreate 308 00:12:57,220 --> 00:13:01,959 events they can evoke other works 309 00:13:00,078 --> 00:13:06,078 through a process called intersexuality 310 00:13:01,958 --> 00:13:09,198 it's basically just having one text have 311 00:13:06,078 --> 00:13:13,208 a relationship to the other support for 312 00:13:09,198 --> 00:13:15,109 it he talks about this occurring in 313 00:13:13,208 --> 00:13:16,519 process that he's written extensively 314 00:13:15,110 --> 00:13:18,980 about called transmen 315 00:13:16,519 --> 00:13:21,110 storytelling so increasingly we inhabit 316 00:13:18,980 --> 00:13:23,330 a world of transmedia storytelling one 317 00:13:21,110 --> 00:13:25,129 that depends less on each individual 318 00:13:23,330 --> 00:13:26,930 work being self-sufficient than on each 319 00:13:25,129 --> 00:13:29,360 work contributing to a larger narrative 320 00:13:26,929 --> 00:13:31,370 economy so for example the Star Wars 321 00:13:29,360 --> 00:13:33,350 game may not simply retell the story of 322 00:13:31,370 --> 00:13:35,360 Star Wars but it doesn't have to do in 323 00:13:33,350 --> 00:13:41,180 order to enrich or expand or experience 324 00:13:35,360 --> 00:13:43,490 the Star Wars saga so this is this is a 325 00:13:41,179 --> 00:13:47,689 British daughter of the cosmos 326 00:13:43,490 --> 00:13:49,250 so I actually recommend this slide to be 327 00:13:47,690 --> 00:13:53,060 more of a surprise I should have read a 328 00:13:49,250 --> 00:13:54,919 little bit more but basically so in 329 00:13:53,059 --> 00:13:56,000 blood-borne you're a hunter on the night 330 00:13:54,919 --> 00:13:58,549 of the hunt and you find yourself 331 00:13:56,000 --> 00:14:00,830 cleansing the ruined streets of yharnam 332 00:13:58,549 --> 00:14:02,299 of werewolves and other creatures so 333 00:14:00,830 --> 00:14:03,940 this setting and its antagonists are 334 00:14:02,299 --> 00:14:05,990 common tropes of gothic horror 335 00:14:03,940 --> 00:14:08,210 eventually though you start facing 336 00:14:05,990 --> 00:14:10,070 enemies that bear similarities with the 337 00:14:08,210 --> 00:14:13,580 creatures in love cross Lovecraft's 338 00:14:10,070 --> 00:14:15,350 Cthulhu Mythos hold on like a breeches 339 00:14:13,580 --> 00:14:17,330 daughter of the cosmos everyone acts 340 00:14:15,350 --> 00:14:20,920 surprised because I should have done 341 00:14:17,330 --> 00:14:23,930 that just now sorry 342 00:14:20,919 --> 00:14:25,789 so it's got tentacles and it's got an 343 00:14:23,929 --> 00:14:29,899 unpronounceable name and that's not just 344 00:14:25,789 --> 00:14:31,909 because it's in the Japanese slide so it 345 00:14:29,899 --> 00:14:35,299 must be a reference to Lovecraft I'm 346 00:14:31,909 --> 00:14:37,189 guessing so although it avoid though the 347 00:14:35,299 --> 00:14:39,889 gamer avoids referencing Lovecraft 348 00:14:37,190 --> 00:14:41,900 directly many have noticed at the close 349 00:14:39,889 --> 00:14:43,580 comparison between her twisted creatures 350 00:14:41,899 --> 00:14:45,409 and locations in the game and 351 00:14:43,580 --> 00:14:49,220 Lovecraftian stories such as the dream 352 00:14:45,409 --> 00:14:52,429 quest of unknown Kadath so whilst 353 00:14:49,220 --> 00:14:54,139 blood-borne begins by evoking the gothic 354 00:14:52,429 --> 00:14:56,149 horror it makes a transition into the 355 00:14:54,139 --> 00:15:00,649 specific world of HP Lovecraft's notion 356 00:14:56,149 --> 00:15:02,860 of cosmic horror and the only clue to 357 00:15:00,649 --> 00:15:07,100 this early on is this incomprehensible 358 00:15:02,860 --> 00:15:08,899 start on your stat sheet that's like Oh 359 00:15:07,100 --> 00:15:13,009 strength against skin what does that 360 00:15:08,899 --> 00:15:16,970 mean no idea so that the game does drop 361 00:15:13,009 --> 00:15:18,740 little hints early on so cosmic horror 362 00:15:16,970 --> 00:15:20,450 is based on Lovecraft's existential 363 00:15:18,740 --> 00:15:22,220 worldview in which humanity is powerless 364 00:15:20,450 --> 00:15:24,230 in the face of an indifferent universe 365 00:15:22,220 --> 00:15:27,379 devoid of God and incomprehensibly 366 00:15:24,230 --> 00:15:28,820 infinite so there's a little quote there 367 00:15:27,379 --> 00:15:30,200 from him the basis of all true cosmic 368 00:15:28,820 --> 00:15:32,120 horror is violation of 369 00:15:30,200 --> 00:15:33,650 of nature and the profoundest violations 370 00:15:32,120 --> 00:15:37,909 are always at least concrete and 371 00:15:33,649 --> 00:15:39,919 describable like that there's another 372 00:15:37,909 --> 00:15:41,600 good quote from Lovecraft which really 373 00:15:39,919 --> 00:15:43,250 sums up this position I won't read Oh 374 00:15:41,600 --> 00:15:45,790 have a little read if you feel like it 375 00:15:43,250 --> 00:15:49,039 he's not a happy chap 376 00:15:45,789 --> 00:15:52,870 so it's interesting here though that he 377 00:15:49,039 --> 00:15:55,370 talks about one of his big themes is 378 00:15:52,870 --> 00:15:57,560 people wanting knowledge and like 379 00:15:55,370 --> 00:16:00,409 scientists trying to gain knowledge and 380 00:15:57,559 --> 00:16:02,179 going mad for kind of discovering things 381 00:16:00,409 --> 00:16:04,339 that they can't understand with their 382 00:16:02,179 --> 00:16:05,779 puny human brains and essentially that's 383 00:16:04,340 --> 00:16:07,070 the plot of blood-borne because the 384 00:16:05,779 --> 00:16:09,949 founding of the healing Church of 385 00:16:07,070 --> 00:16:11,150 yharnam is a result of academics playing 386 00:16:09,950 --> 00:16:13,550 around with forces beyond their 387 00:16:11,149 --> 00:16:15,199 comprehension they go to the chalice 388 00:16:13,549 --> 00:16:18,019 demons they find the blood of the great 389 00:16:15,200 --> 00:16:24,259 ones they start using it everything goes 390 00:16:18,019 --> 00:16:26,240 to hell basically so um to talk about 391 00:16:24,259 --> 00:16:29,120 briefly about a little mechanic in the 392 00:16:26,240 --> 00:16:32,120 game which is the insight mechanic where 393 00:16:29,120 --> 00:16:33,980 basically your knowledge of the world is 394 00:16:32,120 --> 00:16:35,690 trapped in the form of insight which is 395 00:16:33,980 --> 00:16:38,420 rewarded each time you first encounter 396 00:16:35,690 --> 00:16:40,340 or beat a boss and and so there's this 397 00:16:38,419 --> 00:16:42,289 sense that the more horrific things you 398 00:16:40,340 --> 00:16:44,060 see in the game the more insight you 399 00:16:42,289 --> 00:16:46,039 have in the world and in true love 400 00:16:44,059 --> 00:16:48,259 crafty and fashion this allows you to 401 00:16:46,039 --> 00:16:48,980 start seeing things that you couldn't 402 00:16:48,259 --> 00:16:53,480 see before 403 00:16:48,980 --> 00:16:57,320 so this chat up here amygdala or Amy as 404 00:16:53,480 --> 00:16:59,389 I like to call her is these guys have 405 00:16:57,320 --> 00:17:01,460 been hanging around on the buildings in 406 00:16:59,389 --> 00:17:02,720 blood-borne all the time and you know 407 00:17:01,460 --> 00:17:04,400 that they've been there even though you 408 00:17:02,720 --> 00:17:06,230 can't see them because if you're unlucky 409 00:17:04,400 --> 00:17:07,730 enough to go by one of them it will pick 410 00:17:06,230 --> 00:17:11,119 you up and kill you and you won't know 411 00:17:07,730 --> 00:17:13,250 why so I think it's interesting that as 412 00:17:11,118 --> 00:17:15,979 a system in the game that tracks your 413 00:17:13,250 --> 00:17:17,240 knowledge and changes the game based on 414 00:17:15,980 --> 00:17:19,338 that knowledge actually makes the game 415 00:17:17,240 --> 00:17:22,608 harder in some areas as well it changes 416 00:17:19,338 --> 00:17:24,919 enemy attacks and things and amigdala is 417 00:17:22,608 --> 00:17:27,618 also a part of the brain which is 418 00:17:24,920 --> 00:17:30,320 associated with knowledge and emotional 419 00:17:27,618 --> 00:17:33,919 reactions to things so I think there's a 420 00:17:30,319 --> 00:17:40,250 a direct like thematic link there I know 421 00:17:33,920 --> 00:17:41,509 what that was we carry on so moving on 422 00:17:40,250 --> 00:17:42,609 so the evocative narrative of 423 00:17:41,509 --> 00:17:47,579 blood-borne is 424 00:17:42,609 --> 00:17:47,579 it's Lovecraftian kind of homage I guess 425 00:17:48,000 --> 00:17:54,970 so moving on to the idea of an enacted 426 00:17:50,859 --> 00:17:56,740 narrative Jenkins noticed that games 427 00:17:54,970 --> 00:17:59,529 enable players to perform or witness 428 00:17:56,740 --> 00:18:01,509 narrative events so narrative enters the 429 00:17:59,529 --> 00:18:03,759 game on two levels in terms of broadly 430 00:18:01,509 --> 00:18:06,460 defined goals or conflicts and on the 431 00:18:03,759 --> 00:18:08,230 level of localized incidents in terms of 432 00:18:06,460 --> 00:18:11,319 broadly defined goals 433 00:18:08,230 --> 00:18:13,900 the player often has a quest that drives 434 00:18:11,319 --> 00:18:15,159 them forward although in blood-borne you 435 00:18:13,900 --> 00:18:17,170 eventually discover that you've been 436 00:18:15,160 --> 00:18:20,890 manipulated by a great one all along 437 00:18:17,170 --> 00:18:22,930 sorry spoilers that's another thing 438 00:18:20,890 --> 00:18:27,310 academics like to do is give away the 439 00:18:22,930 --> 00:18:29,590 ending of things so the organization of 440 00:18:27,309 --> 00:18:31,750 the plot becomes a matter of designing 441 00:18:29,589 --> 00:18:33,849 the geography of imaginary worlds so 442 00:18:31,750 --> 00:18:35,559 that obstacles thought and affordances 443 00:18:33,849 --> 00:18:39,069 facilitate the protagonist forward 444 00:18:35,559 --> 00:18:41,440 movement towards resolution in 445 00:18:39,069 --> 00:18:43,450 blood-borne the architecture conspires 446 00:18:41,440 --> 00:18:44,980 to channel players towards encounters 447 00:18:43,450 --> 00:18:46,809 that have been specifically designed to 448 00:18:44,980 --> 00:18:48,549 challenge them a good example is the 449 00:18:46,809 --> 00:18:50,169 sequence in old yharnam where the player 450 00:18:48,549 --> 00:18:51,879 traverses in a series of ruined 451 00:18:50,170 --> 00:18:54,009 buildings whilst under fire from a 452 00:18:51,880 --> 00:18:55,450 hunter by the name of juror if you 453 00:18:54,009 --> 00:18:57,759 approach him from a different direction 454 00:18:55,450 --> 00:18:59,200 he's not hostile and actually speaks to 455 00:18:57,759 --> 00:19:01,930 you about why he is protecting the 456 00:18:59,200 --> 00:19:04,539 beasts in the area so this idea that 457 00:19:01,930 --> 00:19:06,279 Jake Jenkins talks about that games have 458 00:19:04,539 --> 00:19:07,839 an accordion like structures there's 459 00:19:06,279 --> 00:19:09,910 certain plot points that are fixed 460 00:19:07,839 --> 00:19:16,269 whereas other moments can be contracted 461 00:19:09,910 --> 00:19:20,410 and expanded and moved around so in 462 00:19:16,269 --> 00:19:21,779 terms of enacting narratives that 463 00:19:20,410 --> 00:19:25,810 there's a lot about the kind of 464 00:19:21,779 --> 00:19:28,690 geographical layer of space so in 465 00:19:25,809 --> 00:19:30,309 blood-borne the layout of space allows 466 00:19:28,690 --> 00:19:31,870 for the inclusion of shortcuts that 467 00:19:30,309 --> 00:19:33,940 allow players to return quickly to 468 00:19:31,869 --> 00:19:36,309 previous areas there's an excellent 469 00:19:33,940 --> 00:19:39,160 video on Eurogamer actually about the 470 00:19:36,309 --> 00:19:41,859 doors in blood-borne and how frightening 471 00:19:39,160 --> 00:19:44,650 it is when you can open a door because 472 00:19:41,859 --> 00:19:46,959 the game wants you to progress and kill 473 00:19:44,650 --> 00:19:49,300 you um and doors that you can't open 474 00:19:46,960 --> 00:19:51,640 like are likely to be shortcuts that you 475 00:19:49,299 --> 00:19:54,700 need to find the other entrance war and 476 00:19:51,640 --> 00:19:55,910 this map I think shows how everything 477 00:19:54,700 --> 00:19:59,420 links up in a really into 478 00:19:55,910 --> 00:20:04,060 stay away and this map is a bit more of 479 00:19:59,420 --> 00:20:04,060 a artistic impression of those linkages 480 00:20:04,450 --> 00:20:09,830 references at the bottom if you want to 481 00:20:06,289 --> 00:20:11,750 see who made them and this is more of a 482 00:20:09,829 --> 00:20:14,990 kind of flow chart of your progression 483 00:20:11,750 --> 00:20:16,819 through the game I think it's 484 00:20:14,990 --> 00:20:18,980 interesting to point out at this point 485 00:20:16,819 --> 00:20:21,349 that there isn't actually a map that 486 00:20:18,980 --> 00:20:25,089 exists in the game so all of these 487 00:20:21,349 --> 00:20:29,509 wonderful things have been created by 488 00:20:25,089 --> 00:20:31,549 the fan base which i think is great and 489 00:20:29,509 --> 00:20:33,829 Henry Jenkins has written elsewhere that 490 00:20:31,549 --> 00:20:36,409 defining quality of place relationship 491 00:20:33,829 --> 00:20:38,059 to a game is the mastery of space and I 492 00:20:36,410 --> 00:20:41,779 think this is a good example of that 493 00:20:38,059 --> 00:20:44,240 and here's another map which is a little 494 00:20:41,779 --> 00:20:45,799 bit more more simple but at the same 495 00:20:44,240 --> 00:20:47,690 time complicated because it's kind of 496 00:20:45,799 --> 00:20:50,690 charting your narrative progression 497 00:20:47,690 --> 00:20:52,009 through the game in a spatial way so I 498 00:20:50,690 --> 00:20:54,470 think it's interesting that you can 499 00:20:52,009 --> 00:20:56,480 think about the narrative as a series of 500 00:20:54,470 --> 00:21:01,519 triggers in a spatial sense and you 501 00:20:56,480 --> 00:21:02,900 could almost map this onto this so that 502 00:21:01,519 --> 00:21:06,279 a narrative and space work together 503 00:21:02,900 --> 00:21:08,840 that's a good example of that but blood 504 00:21:06,279 --> 00:21:12,259 Jenkins always also talks about micro 505 00:21:08,839 --> 00:21:16,089 narratives so these are narrative that 506 00:21:12,259 --> 00:21:19,869 enters the game on the on like a kind of 507 00:21:16,089 --> 00:21:23,599 local level on a kind of more specific 508 00:21:19,869 --> 00:21:26,149 level and is more self-contained so he 509 00:21:23,599 --> 00:21:28,339 uses the example of attractions in 510 00:21:26,150 --> 00:21:31,310 pioneering Soviet filmmaker Sergei 511 00:21:28,339 --> 00:21:34,279 Eisenstein's films and particularly his 512 00:21:31,309 --> 00:21:36,289 film Battleship Potemkin so Eisenstein 513 00:21:34,279 --> 00:21:38,240 used the word attractions broadly to 514 00:21:36,289 --> 00:21:40,430 describe any element within a world work 515 00:21:38,240 --> 00:21:42,740 that produces a profound emotional 516 00:21:40,430 --> 00:21:44,390 impact and theorized that the themes of 517 00:21:42,740 --> 00:21:49,400 the work could be communicated across 518 00:21:44,390 --> 00:21:51,170 and through these discrete elements so 519 00:21:49,400 --> 00:21:54,769 here's a few shots from battleship 520 00:21:51,170 --> 00:21:57,140 potemkin here's the steps the OD this is 521 00:21:54,769 --> 00:21:59,389 the Odessa steps sequence so this is 522 00:21:57,140 --> 00:22:01,460 like the Tsar's army shooting upon the 523 00:21:59,390 --> 00:22:03,020 peasantry which supposed to be sparked 524 00:22:01,460 --> 00:22:04,759 or for the communist revolution it's a 525 00:22:03,019 --> 00:22:06,500 kind of propaganda film but it's 526 00:22:04,759 --> 00:22:08,420 interesting because it's the very early 527 00:22:06,500 --> 00:22:09,750 days of film this was the guy who 528 00:22:08,420 --> 00:22:12,210 created film editing 529 00:22:09,750 --> 00:22:14,309 basically and within this one big 530 00:22:12,210 --> 00:22:15,840 contested space like Henry Jenkins talks 531 00:22:14,309 --> 00:22:17,759 about this as a contested space just 532 00:22:15,839 --> 00:22:19,379 like in the video game you have all of 533 00:22:17,759 --> 00:22:21,299 these little stories happening 534 00:22:19,380 --> 00:22:23,880 the soldiers marching forward and firing 535 00:22:21,299 --> 00:22:26,279 a pram rolling down the stairs after the 536 00:22:23,880 --> 00:22:28,230 mother is killed someone who's calling 537 00:22:26,279 --> 00:22:30,240 for peace getting shot there's a few 538 00:22:28,230 --> 00:22:31,920 other little narratives and he talks 539 00:22:30,240 --> 00:22:33,509 about these as micro narratives 540 00:22:31,920 --> 00:22:37,289 something that's a useful way to think 541 00:22:33,509 --> 00:22:41,369 about them so we have micro narrative as 542 00:22:37,289 --> 00:22:43,980 cutscene so Henry Jenkins talks about 543 00:22:41,369 --> 00:22:46,049 how these can often be cutscenes and 544 00:22:43,980 --> 00:22:47,700 games these micro narratives but they 545 00:22:46,049 --> 00:22:48,750 don't have to be and I think is 546 00:22:47,700 --> 00:22:51,420 interesting that there's only one 547 00:22:48,750 --> 00:22:54,769 significant cutscene in blood-borne and 548 00:22:51,420 --> 00:22:58,410 it's when you touch Lawrence's skull and 549 00:22:54,769 --> 00:23:01,829 they then see a flashback to William and 550 00:22:58,410 --> 00:23:03,210 Lawrence having their falling out which 551 00:23:01,829 --> 00:23:05,909 led to the creation of the healing 552 00:23:03,210 --> 00:23:08,160 church as a really significant moment 553 00:23:05,910 --> 00:23:09,570 and it's narratively motivated as well 554 00:23:08,160 --> 00:23:11,490 so it's not I don't think a 555 00:23:09,569 --> 00:23:13,169 hard-and-fast cutscene it's basically 556 00:23:11,490 --> 00:23:15,240 like you're seeing what the character 557 00:23:13,170 --> 00:23:17,789 sees at that point because his knowledge 558 00:23:15,240 --> 00:23:23,390 is is coming from the skull and is 559 00:23:17,789 --> 00:23:26,250 seeing a historical event play out and 560 00:23:23,390 --> 00:23:27,570 and it's got an important bit of 561 00:23:26,250 --> 00:23:29,069 information in it as well right it's got 562 00:23:27,569 --> 00:23:31,409 a password that you need to progress 563 00:23:29,069 --> 00:23:34,609 through the game so it's incredibly 564 00:23:31,410 --> 00:23:38,040 Lingus of progression 565 00:23:34,609 --> 00:23:40,889 there's also micro narrative as soy 566 00:23:38,039 --> 00:23:43,349 quest I think so there's lots of side 567 00:23:40,890 --> 00:23:45,240 quests in blood-borne their focus on 568 00:23:43,349 --> 00:23:48,750 different interesting little side 569 00:23:45,240 --> 00:23:50,370 characters and you have to trigger them 570 00:23:48,750 --> 00:23:51,750 in very specific ways being at the right 571 00:23:50,369 --> 00:23:53,099 place to open to the right people at the 572 00:23:51,750 --> 00:23:55,500 right time 573 00:23:53,099 --> 00:24:01,799 Eileen the crow is a good example I 574 00:23:55,500 --> 00:24:03,450 think she very so 575 00:24:01,799 --> 00:24:05,539 she tracks down hunters who have been 576 00:24:03,450 --> 00:24:09,210 corrupted and have become blood-drunk 577 00:24:05,539 --> 00:24:11,009 and you must speak to her at specific 578 00:24:09,210 --> 00:24:13,259 moments and locations to continue her 579 00:24:11,009 --> 00:24:15,150 quest including two occasions where you 580 00:24:13,259 --> 00:24:17,819 have to help her kill their quarry in 581 00:24:15,150 --> 00:24:19,290 very difficult fights furthermore it's 582 00:24:17,819 --> 00:24:21,210 possible for her to become blood drunk 583 00:24:19,289 --> 00:24:21,980 herself causing the player to fight her 584 00:24:21,210 --> 00:24:23,929 in a 585 00:24:21,980 --> 00:24:26,890 particularly tragic ending to her story 586 00:24:23,929 --> 00:24:29,750 so this incredibly nuanced little story 587 00:24:26,890 --> 00:24:31,610 more than any other in the game asks you 588 00:24:29,750 --> 00:24:33,558 to question the morality of the hunt and 589 00:24:31,609 --> 00:24:36,289 sprinkles a much needed touch of 590 00:24:33,558 --> 00:24:37,639 humanity into the world but it's well 591 00:24:36,289 --> 00:24:39,558 hidden and might play out very 592 00:24:37,640 --> 00:24:41,000 differently from play as a player I 593 00:24:39,558 --> 00:24:43,129 think it's a good example of what 594 00:24:41,000 --> 00:24:44,690 Jenkins refers to as a micro narrative 595 00:24:43,130 --> 00:24:46,460 because it's self-contained independent 596 00:24:44,690 --> 00:24:49,160 from the larger plot and occurs on a 597 00:24:46,460 --> 00:24:51,679 very personal level it's also indicative 598 00:24:49,160 --> 00:24:53,990 of the incredible variability that can 599 00:24:51,679 --> 00:24:55,850 be built into videogame stories and how 600 00:24:53,990 --> 00:24:58,339 their outcomes and meanings can change 601 00:24:55,849 --> 00:25:00,139 based on player choices actions and 602 00:24:58,339 --> 00:25:01,730 other hidden triggers which makes them a 603 00:25:00,140 --> 00:25:05,450 fascinating but difficult object of 604 00:25:01,730 --> 00:25:08,450 study for academics moving on to 605 00:25:05,450 --> 00:25:10,220 embedded narratives so in literary 606 00:25:08,450 --> 00:25:11,600 studies the russian formalists made a 607 00:25:10,220 --> 00:25:14,360 distinction between two different 608 00:25:11,599 --> 00:25:18,230 aspects of narrative story and plot this 609 00:25:14,359 --> 00:25:21,379 is a classic distinction so plot is the 610 00:25:18,230 --> 00:25:23,900 way the work is presented on the page in 611 00:25:21,380 --> 00:25:26,360 literature the way you read it where a 612 00:25:23,900 --> 00:25:29,320 story is the actual chronological 613 00:25:26,359 --> 00:25:31,579 sequence and reading is an act of 614 00:25:29,319 --> 00:25:33,289 chronologically reassembling what you're 615 00:25:31,579 --> 00:25:35,449 reading so the classic example was the 616 00:25:33,289 --> 00:25:37,190 detective novel where you have two 617 00:25:35,450 --> 00:25:39,830 stories somewhat Aeneas Lee the story of 618 00:25:37,190 --> 00:25:42,940 the crime which is unknown at the start 619 00:25:39,829 --> 00:25:45,980 and the story of the investigator which 620 00:25:42,940 --> 00:25:48,019 you as a reader are mirror mirroring his 621 00:25:45,980 --> 00:25:51,099 efforts are kind of like reassembling 622 00:25:48,019 --> 00:25:54,048 the chronological sequence of the story 623 00:25:51,099 --> 00:25:55,428 so according to Jenkins the does game 624 00:25:54,048 --> 00:25:57,440 designer creates two different 625 00:25:55,429 --> 00:25:59,780 narratives one relatively unstructured 626 00:25:57,440 --> 00:26:01,610 and controlled by the player as they 627 00:25:59,779 --> 00:26:04,129 explore the game space and unlock its 628 00:26:01,609 --> 00:26:06,798 secrets the other pre structured but 629 00:26:04,130 --> 00:26:09,169 embedded within the meson son awaiting 630 00:26:06,798 --> 00:26:11,539 discovery the game world becomes a kind 631 00:26:09,169 --> 00:26:14,059 of information space and memory palace I 632 00:26:11,539 --> 00:26:15,980 really like this idea of games as a 633 00:26:14,058 --> 00:26:19,819 memory palace it's like one of my 634 00:26:15,980 --> 00:26:21,679 favorite quotes so I think though 635 00:26:19,819 --> 00:26:23,990 there's a challenge of reconstructing 636 00:26:21,679 --> 00:26:25,548 the story from plot in a game on two 637 00:26:23,990 --> 00:26:27,589 levels which is a little bit different 638 00:26:25,548 --> 00:26:29,389 to literature so firstly the game 639 00:26:27,589 --> 00:26:31,039 resists your efforts to read it or 640 00:26:29,390 --> 00:26:32,750 throwing challenges at you that you must 641 00:26:31,039 --> 00:26:35,480 overcome in your quest for meaning as 642 00:26:32,750 --> 00:26:37,869 jenkins says embedded narrative Canon 643 00:26:35,480 --> 00:26:39,829 often does occur within contested spaces 644 00:26:37,869 --> 00:26:41,629 secondly the story elements once 645 00:26:39,829 --> 00:26:43,639 discovered must be mentally reassembled 646 00:26:41,630 --> 00:26:45,770 to create a narrative pattern which is 647 00:26:43,640 --> 00:26:47,930 close to the process of reading as the 648 00:26:45,769 --> 00:26:50,180 process in literary studies and 649 00:26:47,930 --> 00:26:54,980 philosophy called hermeneutics shouldn't 650 00:26:50,180 --> 00:26:59,420 go into okay so that's an active 651 00:26:54,980 --> 00:27:03,579 narrative so moving on to the final 652 00:26:59,420 --> 00:27:07,759 category sorry not the final category 653 00:27:03,579 --> 00:27:10,819 know that this finds some still the same 654 00:27:07,759 --> 00:27:14,509 thing yeah yeah embedded narrative sorry 655 00:27:10,819 --> 00:27:18,289 I've lost myself anyway so embedded 656 00:27:14,509 --> 00:27:20,660 narratives in blood-borne so Jenkins 657 00:27:18,289 --> 00:27:22,579 talks about embedded narratives don't 658 00:27:20,660 --> 00:27:24,350 require branching story structures but 659 00:27:22,579 --> 00:27:26,149 rather depend on scrambling the pieces 660 00:27:24,349 --> 00:27:27,829 of linear story and allowing us to 661 00:27:26,150 --> 00:27:30,560 reconstruct the plot through the acts of 662 00:27:27,829 --> 00:27:33,169 detection speculation exploration and 663 00:27:30,559 --> 00:27:35,000 decryption so in blood-borne a lot of 664 00:27:33,170 --> 00:27:37,759 the plot is written into item 665 00:27:35,000 --> 00:27:39,890 descriptions dialogue of hidden NPCs and 666 00:27:37,759 --> 00:27:42,049 into the very architecture of the game 667 00:27:39,890 --> 00:27:44,480 world itself here's an example the 668 00:27:42,049 --> 00:27:47,599 yharnam stone which you gain from 669 00:27:44,480 --> 00:27:48,890 defeating the two marion queen after a 670 00:27:47,599 --> 00:27:51,439 very long 671 00:27:48,890 --> 00:27:52,910 she's an optional boss in a very long 672 00:27:51,440 --> 00:27:56,019 run of the chalice dungeons which 673 00:27:52,910 --> 00:27:57,980 incredibly difficult to be and for ages 674 00:27:56,019 --> 00:27:59,990 people were trying to figure out what 675 00:27:57,980 --> 00:28:01,819 this did and it turned out it didn't do 676 00:27:59,990 --> 00:28:05,870 anything it was just there to deliver 677 00:28:01,819 --> 00:28:08,059 its little payload of narrative and be 678 00:28:05,869 --> 00:28:10,129 really enigmatic basically it's if you 679 00:28:08,059 --> 00:28:12,409 read the description it's the Queen lies 680 00:28:10,130 --> 00:28:14,720 dead but her horrific consciousness is 681 00:28:12,410 --> 00:28:17,509 only asleep and stirs in unsettling 682 00:28:14,720 --> 00:28:20,809 motions and the item looks a bit like 683 00:28:17,509 --> 00:28:26,119 it's got fetus kind of thing in it which 684 00:28:20,809 --> 00:28:27,859 is a bit weird so I like to think of 685 00:28:26,119 --> 00:28:30,019 this quality of video game storytelling 686 00:28:27,859 --> 00:28:31,759 as dispersed narrative where the 687 00:28:30,019 --> 00:28:33,139 narrative is just scattered around all 688 00:28:31,759 --> 00:28:35,390 over the place and you have to kind of 689 00:28:33,140 --> 00:28:40,250 go around and pick it up and put it back 690 00:28:35,390 --> 00:28:43,450 together which I really like in games so 691 00:28:40,250 --> 00:28:45,799 the final category is emergent narrative 692 00:28:43,450 --> 00:28:48,019 so emergent narratives are not pretty 693 00:28:45,799 --> 00:28:49,009 structured or pre-programmed taking 694 00:28:48,019 --> 00:28:51,049 shape through the game 695 00:28:49,009 --> 00:28:52,809 play yet they are not as unstructured 696 00:28:51,049 --> 00:28:55,639 chaotic and frustrating as life itself 697 00:28:52,809 --> 00:28:58,609 so they're kind of unpredictable within 698 00:28:55,640 --> 00:29:00,620 limits so there are those stories that 699 00:28:58,609 --> 00:29:02,179 occur through the partially 700 00:29:00,619 --> 00:29:04,459 unpredictable interaction of players and 701 00:29:02,180 --> 00:29:06,049 systems basically so the more systems a 702 00:29:04,460 --> 00:29:08,779 game has the more opportunities there 703 00:29:06,049 --> 00:29:10,669 are for emergent storytelling yet these 704 00:29:08,779 --> 00:29:12,470 systems are designed to create certain 705 00:29:10,670 --> 00:29:14,000 types of gameplay just as architecture 706 00:29:12,470 --> 00:29:15,710 anticipates certain uses and 707 00:29:14,000 --> 00:29:18,740 interactions so these are known as 708 00:29:15,710 --> 00:29:21,500 affordances and Jenkins uses the example 709 00:29:18,740 --> 00:29:23,390 of urban design so urban designers exert 710 00:29:21,500 --> 00:29:25,309 even less control than game designers 711 00:29:23,390 --> 00:29:26,990 over how people use the space as they 712 00:29:25,309 --> 00:29:29,929 create or what kind of scenes they 713 00:29:26,990 --> 00:29:31,789 staged there yet some kinds of expand 714 00:29:29,930 --> 00:29:33,680 themselves more readily to narratively 715 00:29:31,789 --> 00:29:40,730 memorable or emotionally meaningful 716 00:29:33,680 --> 00:29:43,250 experiences than others so you can talk 717 00:29:40,730 --> 00:29:44,480 about emergent narrative and blood-borne 718 00:29:43,250 --> 00:29:47,359 I think one of the most interesting 719 00:29:44,480 --> 00:29:49,370 elements is the online functionality of 720 00:29:47,359 --> 00:29:52,579 the game which is like the Dark Souls 721 00:29:49,369 --> 00:29:55,399 games before it quite interesting quite 722 00:29:52,579 --> 00:29:59,389 a symmetric quite different to any other 723 00:29:55,400 --> 00:30:01,160 game so in blood-borne players can leave 724 00:29:59,390 --> 00:30:03,140 messages for one another which are 725 00:30:01,160 --> 00:30:05,600 relayed into other players games by 726 00:30:03,140 --> 00:30:07,880 interdimensional messengers these cute 727 00:30:05,599 --> 00:30:09,289 little guys which I love and you can 728 00:30:07,880 --> 00:30:13,100 give them top hats so that makes me 729 00:30:09,289 --> 00:30:14,599 happy and players can also activate 730 00:30:13,099 --> 00:30:16,759 blood spots that mark where other 731 00:30:14,599 --> 00:30:18,559 players fell in battle to play a 732 00:30:16,759 --> 00:30:20,599 silhouette of that players last moments 733 00:30:18,559 --> 00:30:22,639 potentially offering an insight into 734 00:30:20,599 --> 00:30:28,159 what lays ahead it's an example of that 735 00:30:22,640 --> 00:30:30,230 there and you can most importantly ring 736 00:30:28,160 --> 00:30:32,029 a little bell to summon other players 737 00:30:30,230 --> 00:30:35,509 into your game to help you out or to 738 00:30:32,029 --> 00:30:38,329 invade other players games and and not 739 00:30:35,509 --> 00:30:41,059 leave them basically so there's that 740 00:30:38,329 --> 00:30:42,710 element of kind of emergence there were 741 00:30:41,059 --> 00:30:44,419 players interacting together and being 742 00:30:42,710 --> 00:30:46,130 able to help each other out create their 743 00:30:44,420 --> 00:30:48,650 own stories within the limits of the 744 00:30:46,130 --> 00:30:50,900 game I think it's interesting that 745 00:30:48,650 --> 00:30:52,850 whereas most games would put all of this 746 00:30:50,900 --> 00:30:56,300 online function entities where it's like 747 00:30:52,849 --> 00:30:58,189 choose to go online it's all there 748 00:30:56,299 --> 00:30:59,779 within the narrative context of the game 749 00:30:58,190 --> 00:31:01,610 you're ringing a bell 750 00:30:59,779 --> 00:31:02,319 because blood-borne operates on a 751 00:31:01,609 --> 00:31:04,508 parallel you 752 00:31:02,319 --> 00:31:06,428 verse mechanic whether the sound of the 753 00:31:04,509 --> 00:31:09,038 Bell creates a tumbler that kind of 754 00:31:06,429 --> 00:31:11,139 links to the other players worlds and 755 00:31:09,038 --> 00:31:17,379 cools them forth and it's all really 756 00:31:11,138 --> 00:31:21,569 interesting here's a another picture so 757 00:31:17,380 --> 00:31:24,789 many good pictures from blood-borne so 758 00:31:21,569 --> 00:31:26,829 another aspect of the emerging behavior 759 00:31:24,788 --> 00:31:29,408 relation to blood-borne is the fact that 760 00:31:26,829 --> 00:31:32,528 this system has actually elevated itself 761 00:31:29,409 --> 00:31:36,759 from out of the game and now and play is 762 00:31:32,528 --> 00:31:39,519 kind of like trade information on wiki's 763 00:31:36,759 --> 00:31:41,500 and using YouTube videos to try and 764 00:31:39,519 --> 00:31:44,200 interpret the lore of the game to give 765 00:31:41,500 --> 00:31:46,028 one another advice and I think that the 766 00:31:44,200 --> 00:31:48,819 game creates a really positive 767 00:31:46,028 --> 00:31:53,648 collaborative environment and and that's 768 00:31:48,819 --> 00:31:55,599 a product of the way it's designed and 769 00:31:53,648 --> 00:31:57,428 it's worth noting as well that such 770 00:31:55,599 --> 00:31:59,378 emergent narrative elements based on 771 00:31:57,429 --> 00:32:02,048 online interaction are completely 772 00:31:59,378 --> 00:32:03,339 dependent on active servers and multiple 773 00:32:02,048 --> 00:32:05,558 players experiencing the game 774 00:32:03,339 --> 00:32:07,148 simultaneously so this type of narrative 775 00:32:05,558 --> 00:32:09,819 interaction is perhaps the most unique 776 00:32:07,148 --> 00:32:12,069 to video games and the most ephemeral 777 00:32:09,819 --> 00:32:14,048 because it's based on things outside of 778 00:32:12,069 --> 00:32:15,519 the game itself which i think is 779 00:32:14,048 --> 00:32:17,259 something to bear in mind if you're 780 00:32:15,519 --> 00:32:19,179 going to pull Gooding this talk later 781 00:32:17,259 --> 00:32:24,839 which is about the preservation of such 782 00:32:19,179 --> 00:32:27,639 games so why is all this important 783 00:32:24,839 --> 00:32:29,259 I hope this talk offered an insight into 784 00:32:27,638 --> 00:32:31,808 how narrative and gameplay can work 785 00:32:29,259 --> 00:32:33,370 together and demonstrate how interesting 786 00:32:31,808 --> 00:32:34,778 it is to think of game designers as a 787 00:32:33,369 --> 00:32:36,758 narrative architects rather the 788 00:32:34,778 --> 00:32:38,859 traditional storytellers I think 789 00:32:36,759 --> 00:32:41,319 thinking of video games storytelling in 790 00:32:38,859 --> 00:32:43,479 spatial terms using these four different 791 00:32:41,319 --> 00:32:46,298 models presented by Henry Jenkins could 792 00:32:43,480 --> 00:32:47,889 lead to more creative narratives so 793 00:32:46,298 --> 00:32:49,960 jenkins says such a mixture of in 794 00:32:47,888 --> 00:32:51,699 accident and embedded narrative elements 795 00:32:49,960 --> 00:32:53,860 can allow for balance between the 796 00:32:51,700 --> 00:32:56,440 flexibility of interactivity and the 797 00:32:53,859 --> 00:32:58,689 coherence of pre authored narrative so 798 00:32:56,440 --> 00:33:03,090 thus bringing together narratology and 799 00:32:58,690 --> 00:33:03,090 lewd ology and there's an academic 800 00:33:03,460 --> 00:33:07,890 that's pretty much here there's some 801 00:33:05,019 --> 00:33:10,210 work cited there's a little bit about me 802 00:33:07,890 --> 00:33:13,180 there's time for questions if anyone 803 00:33:10,210 --> 00:33:15,840 wants to ask skinny you'll have to shout 804 00:33:13,180 --> 00:33:27,009 them out and I'll have to repeat them 805 00:33:15,839 --> 00:33:30,959 any questions well then there are plenty 806 00:33:27,009 --> 00:33:30,960 of videos online for you to look at 807 00:33:52,440 --> 00:33:55,100 yeah 808 00:34:03,750 --> 00:34:24,099 yeah yeah okay just to reiterate for the 809 00:34:21,460 --> 00:34:26,739 video in case that wasn't picked up how 810 00:34:24,099 --> 00:34:29,018 how specific can you go with micro 811 00:34:26,739 --> 00:34:32,799 narratives is a little kind of tableau 812 00:34:29,018 --> 00:34:35,739 in a corner of a room a micro narrative 813 00:34:32,800 --> 00:34:38,830 and is any action a player takes through 814 00:34:35,739 --> 00:34:40,539 space in a sequence a micro narrative it 815 00:34:38,829 --> 00:34:42,549 could be like Jenkins gives the example 816 00:34:40,539 --> 00:34:44,409 of like playing a football game and 817 00:34:42,550 --> 00:34:45,760 giving a getting a touchdown as being a 818 00:34:44,409 --> 00:34:47,800 micro narrative because it's something 819 00:34:45,760 --> 00:34:49,629 that you can lift out of context and you 820 00:34:47,800 --> 00:34:53,199 know have it as a self-contained little 821 00:34:49,628 --> 00:34:54,969 thing and I think totally those little 822 00:34:53,199 --> 00:34:57,639 bits of environmental storytelling where 823 00:34:54,969 --> 00:35:00,879 you get a little tableau almost or still 824 00:34:57,639 --> 00:35:03,699 like you said a still-life can totally 825 00:35:00,880 --> 00:35:05,230 be like a micro narrative so I don't 826 00:35:03,699 --> 00:35:07,869 think there's any hard and fast rule to 827 00:35:05,230 --> 00:35:09,730 it I just think it's a really 828 00:35:07,869 --> 00:35:14,199 interesting way to frame those kind of 829 00:35:09,730 --> 00:35:17,110 things but yeah I mean the problem with 830 00:35:14,199 --> 00:35:18,759 these kind of taxonomy is right is they 831 00:35:17,110 --> 00:35:19,750 create divisions between things whereas 832 00:35:18,760 --> 00:35:21,480 actually I think there's quite a lot of 833 00:35:19,750 --> 00:35:23,500 overlap between these four categories 834 00:35:21,480 --> 00:35:26,530 obviously I can't go into that because 835 00:35:23,500 --> 00:35:27,880 20 minutes is enough to just think of a 836 00:35:26,530 --> 00:35:30,910 taste of always talking about rather 837 00:35:27,880 --> 00:35:35,740 than actually you know explore how 838 00:35:30,909 --> 00:35:38,279 they're interconnected as well any other 839 00:35:35,739 --> 00:35:38,279 questions 840 00:35:41,139 --> 00:35:44,139 yeah 841 00:36:13,099 --> 00:36:19,659 big influence 842 00:36:16,739 --> 00:36:24,068 okay cool so the question is like about 843 00:36:19,659 --> 00:36:26,048 kind of Lovecraft being used more and 844 00:36:24,068 --> 00:36:30,548 more and what other kind of originators 845 00:36:26,048 --> 00:36:32,380 of kind of genres and and tropes can be 846 00:36:30,548 --> 00:36:35,739 used or are being used I think it's 847 00:36:32,380 --> 00:36:39,579 interesting that blood that kind of love 848 00:36:35,739 --> 00:36:41,108 craft is such a popular thing for the 849 00:36:39,579 --> 00:36:43,509 bass games on and things you can't 850 00:36:41,108 --> 00:36:44,798 actually throw a rock I don't know why 851 00:36:43,509 --> 00:36:47,048 you'd be throwing rock we can't throw a 852 00:36:44,798 --> 00:36:48,880 rock these days without hitting the 853 00:36:47,048 --> 00:36:51,190 board game with a Lovecraftian theme 854 00:36:48,880 --> 00:36:52,749 right and the main reason for that is it 855 00:36:51,190 --> 00:36:54,369 cool but the secondary and 856 00:36:52,748 --> 00:36:57,548 closely-related reason to that is it's 857 00:36:54,369 --> 00:37:01,298 um isn't it's out of copyright so anyone 858 00:36:57,548 --> 00:37:03,639 can just use it and so I think like the 859 00:37:01,298 --> 00:37:06,248 more it's then used like the more people 860 00:37:03,639 --> 00:37:08,708 become familiar with it and the more it 861 00:37:06,248 --> 00:37:10,268 gets used but I think the interesting 862 00:37:08,708 --> 00:37:13,088 thing with blood-borne is it doesn't 863 00:37:10,268 --> 00:37:16,868 explicitly use it it's all very subtle 864 00:37:13,088 --> 00:37:19,380 is like Miyazaki's use of kind of 865 00:37:16,869 --> 00:37:21,489 western fantasy tropes in Dark Souls 866 00:37:19,380 --> 00:37:23,349 they're there but they're kind of 867 00:37:21,489 --> 00:37:25,749 filtered through his kind of unique 868 00:37:23,349 --> 00:37:29,469 sensibilities and his kind of cultural 869 00:37:25,748 --> 00:37:31,718 influences and he uses I can't remember 870 00:37:29,469 --> 00:37:33,869 the terminology now but his specifically 871 00:37:31,719 --> 00:37:36,699 said that he uses a lot of Japanese 872 00:37:33,869 --> 00:37:39,608 philosophical concepts about 873 00:37:36,699 --> 00:37:41,190 impermanence which is really interesting 874 00:37:39,608 --> 00:37:43,058 it's really interesting to read 875 00:37:41,190 --> 00:37:44,979 interviews with him because he clearly 876 00:37:43,059 --> 00:37:47,949 you know is very intelligent man and 877 00:37:44,978 --> 00:37:51,179 clip who knows what he's doing and I 878 00:37:47,949 --> 00:37:54,670 think in terms of other kind of 879 00:37:51,179 --> 00:37:57,248 originators of important myth AUSA's I 880 00:37:54,670 --> 00:37:59,739 guess Sherlock Holmes like you know I 881 00:37:57,248 --> 00:38:02,439 think Arthur Conan Doyle his his work 882 00:37:59,739 --> 00:38:03,999 gets used a lot and is being used more 883 00:38:02,440 --> 00:38:06,269 and more in videogames I think is 884 00:38:03,998 --> 00:38:08,259 another interesting talk to be had about 885 00:38:06,268 --> 00:38:10,508 because I mentioned a little bit there 886 00:38:08,259 --> 00:38:13,119 about kind of detective fiction and 887 00:38:10,509 --> 00:38:14,619 videogames because obviously detective 888 00:38:13,119 --> 00:38:16,719 fiction is a really good example of how 889 00:38:14,619 --> 00:38:18,338 story and plot works but it's a little 890 00:38:16,719 --> 00:38:20,318 bit harder to do in videogames and when 891 00:38:18,338 --> 00:38:25,119 videogames normally do detective stories 892 00:38:20,318 --> 00:38:27,400 because they could be so procedural it 893 00:38:25,119 --> 00:38:29,019 can easily get out of hand 894 00:38:27,400 --> 00:38:31,150 be difficult they normally kind of 895 00:38:29,019 --> 00:38:33,670 systemize that so you had something like 896 00:38:31,150 --> 00:38:35,170 murdered soul suspect where you weren't 897 00:38:33,670 --> 00:38:37,028 really solving a mystery were just 898 00:38:35,170 --> 00:38:39,849 collecting little bits of things and 899 00:38:37,028 --> 00:38:42,969 putting them together and it's I'm yet 900 00:38:39,849 --> 00:38:44,769 to see like a detective game done really 901 00:38:42,969 --> 00:38:47,048 well I think that gives that the player 902 00:38:44,769 --> 00:38:49,239 the freedom to try and work it out 903 00:38:47,048 --> 00:38:50,739 itself but that's the other one I could 904 00:38:49,239 --> 00:38:52,989 think of is at the top of my head is 905 00:38:50,739 --> 00:39:06,729 Sherlock Holmes and do you have any in 906 00:38:52,989 --> 00:39:08,798 mind yeah another one 907 00:39:06,730 --> 00:39:11,260 I'll give you which is a little bit more 908 00:39:08,798 --> 00:39:13,690 highbrow but I think does creep into 909 00:39:11,260 --> 00:39:16,809 things is George annuity of all gays who 910 00:39:13,690 --> 00:39:20,108 is an Argentinean a proto sci-fi writer 911 00:39:16,809 --> 00:39:23,440 he came up with some amazing incredible 912 00:39:20,108 --> 00:39:25,420 mind-blowing ideas that play that you 913 00:39:23,440 --> 00:39:26,710 know you read one of his stories and it 914 00:39:25,420 --> 00:39:29,200 will change the way that you look at the 915 00:39:26,710 --> 00:39:32,260 world forever his brilliant and I find 916 00:39:29,199 --> 00:39:34,269 I'm finding that his ideas are creeping 917 00:39:32,260 --> 00:39:36,099 into games and popular culture a little 918 00:39:34,269 --> 00:39:38,469 bit more now 919 00:39:36,099 --> 00:39:42,369 try I can't think of an example for the 920 00:39:38,469 --> 00:39:44,649 top of my head but could you think of 921 00:39:42,369 --> 00:39:51,818 one cool I know you like tall guys as 922 00:39:44,650 --> 00:39:54,960 well oh yeah he's that oh yeah joseph 923 00:39:51,818 --> 00:39:54,960 conrad's yeah 924 00:39:55,920 --> 00:40:01,059 spec up to the line yes spec up the line 925 00:39:59,289 --> 00:40:07,239 is an adaptation of the heart of 926 00:40:01,059 --> 00:40:08,590 darkness by Joseph Conrad yeah yeah yeah 927 00:40:07,239 --> 00:40:11,109 videogames are becoming a little bit 928 00:40:08,590 --> 00:40:13,750 more literary and a little bit more you 929 00:40:11,110 --> 00:40:15,460 know encouraged to kind of like newest 930 00:40:13,750 --> 00:40:22,329 literary sources and and play around 931 00:40:15,460 --> 00:40:27,130 with them good anyone else probably try 932 00:40:22,329 --> 00:40:28,929 and wrap up time as its yes okay we 933 00:40:27,130 --> 00:40:33,329 should probably wrap up but I hope you 934 00:40:28,929 --> 00:40:33,329 enjoyed that and it wasn't it was okay 935 00:40:44,969 --> 00:40:47,029 you