a everyone um how's it going so okay basically could talk about narrative and try and provide us a summary or a kind of insight into narrative in games obviously narrative is a pretty huge topic so I'm not going to be able to go over the whole history of narrative and narrative theory and everything so I'm going to look at a specific article that I find really inspiring which is called game designers narrative architecture by Henry Jenkins and I'm going to apply that to blood-borne some we use blood-borne as an example of what he's talking about because blood-borne is just a really great game and I think it tells its story in a really interesting way everyone hear me okay by the way yeah cool okay so um it's a great opening slide and that the image is courtesy of solo who's a has it his tumblr page there okay sunshine that dr. tom blow calm and I used that which is good so a little bit about me and my research I'm currently writing a PhD in titled ludonarrative convergence a study of narrative development in recent video games across reception production and player contexts so we're playing out here that academics and game designers share a love for the colon so that's something that we all have in common I'm interested in production studies and building bridges between academic humanities Department and the industry so part of my PhD is about interviewing game designers about their kind of practices of kind of you know implementing narrative in their games I'm interested in raising the profile of video games as a valuable object of study within humanities which is why me and Tom organized this day of talks and I'm interested in exploring how narrative and ludecke gameplay elements of games can work together to create meaningful and original narrative experiences so in kind of video games there's generally seen a conflict between a story and gameplay and so this is summed up quite nicely by this quotes by Greg Costigan I hope I've pronounced his name correctly I probably haven't so there's a direct and immediate conflict between the demands of a story and the demands of a game diverging from a story's path is likely to make for a less satisfying story restricting a player's freedom of action is likely to make for a less satisfying game so these things are often seen as in tension and in terms in the academic field of game studies which isn't exactly like game design that you might be familiar with game studies kind of a discourse that kind of is has been trying to establish itself for a long time within the humanities departments and they've largely or have traditionally split into two camps this is one of the big debates in game studies is lewd ology versus narratology so a typical neurologists position is that computer games and not narratives rather than narrative tends to be isolated from or even work against the computer gamers of the game that's Jesper Juul who's like a leading narrow lead ologist and a typical narrow colleges position is about Janet Marie and she talks about which comes first the story or the game for me it's always the story that comes first because storytelling is a core human activity one that we take into every medium of expression from the aural formulaic to the digital multimedia so lewd ologists are very much about moving on and looking at games specifically for their unique interactions and don't want to know about narrative in their most extreme state and narratology are a bit more interested in narrative and disc reiated a bit of tension so things got a little heated so in an article game studies org which is one of the leading journals on gay studies mark o/s : and said in his article the gaming situation he wants to annihilate for good the discussion of games as stories narratives or cinema in this scenario stories are just uninteresting ornaments or gift wrappings to games and laying any emphasis on studying these kinds of marketing tools is just a waste of time and energy so for him narrative is just a marketing tool which is a sick burn for the narratology out there and demonstrates I think that academics can also enter into flame wars so enter Henry Jenkins is like a hero of mine and so he wrote this essay game designers narrative architecture and one of the reasons I love this so much is it's a kind of a fairly early attempt to kind of build a bridge between these two positions so he says in this short piece I hope to offer a middle ground position between the lewd ologist and meratol adjusts one that respects the particularity of this emerging medium examining game's lesser stories than a spaces right with narrative possibility so I'm going to explore this essay in relation to blood-borne so he encourages us to think about games in less reductive ways okay a game story telling in this reductive ways and this is some of the problems he has with the lewd ologists view of narrative so I think they have too limited a conception of narrative based on classical linear storytelling rather than more experimental forms he thinks they have too limited a conception of narration focusing on the work of the author rather than the process of narrative comprehension so the experience of actually reading the thing and he asked whether games and their entirety of stories rather than and they sorry they asked whether games in their entirety are stories rather than whether narrative enters a game a more localized level which he argues and finally they assume that stories are self-contained rather than serving some specific functions within a new transmedia storytelling environment just something I'll touch on again in a minute so there isn't as much a big divide between video games literary tradition as you might think Jenkins suggests there's a link between spatial stories of videogames and older forms of stories having like the hero's Odyssey quest myths and travel writing the notion of the monomyth was put forward by Joseph Campbell in his book the hero with a thousand faces which is really famous had a huge influence on things like Star Wars and has a huge influence on game does game designers and game critics Mary Lou Ryan's book narrative as virtual reality makes the case for games as building on notions of immersion and interactivity that always been a concern of literature so those are the two big things that are always talked about in relation to games and she says no they've been there all along they're just more intensified or slightly different in games and James Newman uses em4 stirs notion of flat and round characters to explore how characters and video games are typically defined by their functions and abilities so it's kind of like a wealth of thinking about games using kind of more literary theories and literary theories can be very systematic and we all know how game designers love systems so there's a bit of commonality there so Jenkins wants us to think about games of spatial stories so he says game designers don't simply tell stories they design worlds and sculpt spaces so considering what ways the structuring of game space facilitates different kinds of narrative experiences so the work the designer does anticipates different narrative experiences for the player he's enough he also says though that games are a bit different to traditional stories and there's a tendency to dismiss games as as not an expressive medium because they're perceived to have overly simplistic storytelling but as Jenkins suggests spatial stories are not badly constructed stories rather they're stories that respond to alternative aesthetic principles privileging spatial exploration / plot development spatial stories are held together by broadly defined goals and conflicts and pushed forward by the characters movement across the map so let's move on to blood-borne what is it just briefly you probably all know what it is Japanese action role-playing game released in 2015 on PlayStation 4 developed by from software and published by Bandai Namco is the spiritual successor to the soul series which includes Demon Souls and Dark Souls 1 2 and almost 3 is coming out soon and we're looking forward to that the lead designer is hitter taka Miyazaki and he's very much considered the creative force behind the game and has I guess the privileged position of being like an author within the commercial games industry on YouTube there's dozens dozens and dozens of videos exploring the law of blood-borne which is something that I'm going to touch on a bit in this talk and I think in quite interesting ways so his a few of the youtubers who are engaged and that kind of stuff to introduce the game and this kind of thinking about I'm going to use a video by Fatih Vidya which is a disss or extract looking at some of the lore of the game think on human history imagine if in any era a church was founded that had access to a substance that could cure any illness imagine if this church gave it freely to a city how powerful that city would become and how powerful the church would become within it this is exactly what happened in the Arnim people came far and wide to be treated with the miraculous blood of the gods and the people of yharnam put their faith in the healing church in fact what happened in yharnam is eerily similar to what happened in the tombs deep below where the blood was originally found and as you know many chalice dungeons especially those of lauren are now overrun by horrific beasts the lower laron chalice states there are trace remains of medical procedures in parts of ailing Leron whether these were attempts to control the scourge of the beast or the cause of the outbreak is unknown the ailing LaRon chalice states the tragedy that struck this ailing land of LaRon is said to have its root in the scourge of the beasts some have made the dreaded extrapolation that yharnam may be next Yanam was next through overuse of the healing blood the city would eventually succumb to the scourge of the beast until then though Lawrence and the healing church managed to grow in power with the miraculous healing properties of their special yet infected blood okay so I think I think what that video demonstrates is um blood-borne doesn't go to any trouble to make its meaning clear though that meaning is always tantalizing which has resulted in hundreds of deeply analytical RT articles and videos on YouTube so this video is a good example of the kind of close textual analysis and use of sources that we might expect in academia which leads me to speculate that the majority of the scholarly activity around such games occurs in the fan space Henry Jenkins has also been a key figure writing about fan studies and if you want to find out more about that and what he believes the value of fan discourses are to academia you can read his book textual poachers or mat hills book fan cultures very interesting so Jenkins talks about four modes of spatial storytelling and they will begin with ease I've called them the for ease of spatial storytelling so they evoke enact in bed and have emergent narratives and we're going to go through each of those in relation to blood-borne so it's sold with the evocative narrative so Jenkins says such works do not so much tell self-contained stories as draw upon or pre-existing narrative narrative competencies games can be based on licenses they can rely on genre conventions they can recreate events they can evoke other works through a process called intersexuality it's basically just having one text have a relationship to the other support for it he talks about this occurring in process that he's written extensively about called transmen storytelling so increasingly we inhabit a world of transmedia storytelling one that depends less on each individual work being self-sufficient than on each work contributing to a larger narrative economy so for example the Star Wars game may not simply retell the story of Star Wars but it doesn't have to do in order to enrich or expand or experience the Star Wars saga so this is this is a British daughter of the cosmos so I actually recommend this slide to be more of a surprise I should have read a little bit more but basically so in blood-borne you're a hunter on the night of the hunt and you find yourself cleansing the ruined streets of yharnam of werewolves and other creatures so this setting and its antagonists are common tropes of gothic horror eventually though you start facing enemies that bear similarities with the creatures in love cross Lovecraft's Cthulhu Mythos hold on like a breeches daughter of the cosmos everyone acts surprised because I should have done that just now sorry so it's got tentacles and it's got an unpronounceable name and that's not just because it's in the Japanese slide so it must be a reference to Lovecraft I'm guessing so although it avoid though the gamer avoids referencing Lovecraft directly many have noticed at the close comparison between her twisted creatures and locations in the game and Lovecraftian stories such as the dream quest of unknown Kadath so whilst blood-borne begins by evoking the gothic horror it makes a transition into the specific world of HP Lovecraft's notion of cosmic horror and the only clue to this early on is this incomprehensible start on your stat sheet that's like Oh strength against skin what does that mean no idea so that the game does drop little hints early on so cosmic horror is based on Lovecraft's existential worldview in which humanity is powerless in the face of an indifferent universe devoid of God and incomprehensibly infinite so there's a little quote there from him the basis of all true cosmic horror is violation of of nature and the profoundest violations are always at least concrete and describable like that there's another good quote from Lovecraft which really sums up this position I won't read Oh have a little read if you feel like it he's not a happy chap so it's interesting here though that he talks about one of his big themes is people wanting knowledge and like scientists trying to gain knowledge and going mad for kind of discovering things that they can't understand with their puny human brains and essentially that's the plot of blood-borne because the founding of the healing Church of yharnam is a result of academics playing around with forces beyond their comprehension they go to the chalice demons they find the blood of the great ones they start using it everything goes to hell basically so um to talk about briefly about a little mechanic in the game which is the insight mechanic where basically your knowledge of the world is trapped in the form of insight which is rewarded each time you first encounter or beat a boss and and so there's this sense that the more horrific things you see in the game the more insight you have in the world and in true love crafty and fashion this allows you to start seeing things that you couldn't see before so this chat up here amygdala or Amy as I like to call her is these guys have been hanging around on the buildings in blood-borne all the time and you know that they've been there even though you can't see them because if you're unlucky enough to go by one of them it will pick you up and kill you and you won't know why so I think it's interesting that as a system in the game that tracks your knowledge and changes the game based on that knowledge actually makes the game harder in some areas as well it changes enemy attacks and things and amigdala is also a part of the brain which is associated with knowledge and emotional reactions to things so I think there's a a direct like thematic link there I know what that was we carry on so moving on so the evocative narrative of blood-borne is it's Lovecraftian kind of homage I guess so moving on to the idea of an enacted narrative Jenkins noticed that games enable players to perform or witness narrative events so narrative enters the game on two levels in terms of broadly defined goals or conflicts and on the level of localized incidents in terms of broadly defined goals the player often has a quest that drives them forward although in blood-borne you eventually discover that you've been manipulated by a great one all along sorry spoilers that's another thing academics like to do is give away the ending of things so the organization of the plot becomes a matter of designing the geography of imaginary worlds so that obstacles thought and affordances facilitate the protagonist forward movement towards resolution in blood-borne the architecture conspires to channel players towards encounters that have been specifically designed to challenge them a good example is the sequence in old yharnam where the player traverses in a series of ruined buildings whilst under fire from a hunter by the name of juror if you approach him from a different direction he's not hostile and actually speaks to you about why he is protecting the beasts in the area so this idea that Jake Jenkins talks about that games have an accordion like structures there's certain plot points that are fixed whereas other moments can be contracted and expanded and moved around so in terms of enacting narratives that there's a lot about the kind of geographical layer of space so in blood-borne the layout of space allows for the inclusion of shortcuts that allow players to return quickly to previous areas there's an excellent video on Eurogamer actually about the doors in blood-borne and how frightening it is when you can open a door because the game wants you to progress and kill you um and doors that you can't open like are likely to be shortcuts that you need to find the other entrance war and this map I think shows how everything links up in a really into stay away and this map is a bit more of a artistic impression of those linkages references at the bottom if you want to see who made them and this is more of a kind of flow chart of your progression through the game I think it's interesting to point out at this point that there isn't actually a map that exists in the game so all of these wonderful things have been created by the fan base which i think is great and Henry Jenkins has written elsewhere that defining quality of place relationship to a game is the mastery of space and I think this is a good example of that and here's another map which is a little bit more more simple but at the same time complicated because it's kind of charting your narrative progression through the game in a spatial way so I think it's interesting that you can think about the narrative as a series of triggers in a spatial sense and you could almost map this onto this so that a narrative and space work together that's a good example of that but blood Jenkins always also talks about micro narratives so these are narrative that enters the game on the on like a kind of local level on a kind of more specific level and is more self-contained so he uses the example of attractions in pioneering Soviet filmmaker Sergei Eisenstein's films and particularly his film Battleship Potemkin so Eisenstein used the word attractions broadly to describe any element within a world work that produces a profound emotional impact and theorized that the themes of the work could be communicated across and through these discrete elements so here's a few shots from battleship potemkin here's the steps the OD this is the Odessa steps sequence so this is like the Tsar's army shooting upon the peasantry which supposed to be sparked or for the communist revolution it's a kind of propaganda film but it's interesting because it's the very early days of film this was the guy who created film editing basically and within this one big contested space like Henry Jenkins talks about this as a contested space just like in the video game you have all of these little stories happening the soldiers marching forward and firing a pram rolling down the stairs after the mother is killed someone who's calling for peace getting shot there's a few other little narratives and he talks about these as micro narratives something that's a useful way to think about them so we have micro narrative as cutscene so Henry Jenkins talks about how these can often be cutscenes and games these micro narratives but they don't have to be and I think is interesting that there's only one significant cutscene in blood-borne and it's when you touch Lawrence's skull and they then see a flashback to William and Lawrence having their falling out which led to the creation of the healing church as a really significant moment and it's narratively motivated as well so it's not I don't think a hard-and-fast cutscene it's basically like you're seeing what the character sees at that point because his knowledge is is coming from the skull and is seeing a historical event play out and and it's got an important bit of information in it as well right it's got a password that you need to progress through the game so it's incredibly Lingus of progression there's also micro narrative as soy quest I think so there's lots of side quests in blood-borne their focus on different interesting little side characters and you have to trigger them in very specific ways being at the right place to open to the right people at the right time Eileen the crow is a good example I think she very so she tracks down hunters who have been corrupted and have become blood-drunk and you must speak to her at specific moments and locations to continue her quest including two occasions where you have to help her kill their quarry in very difficult fights furthermore it's possible for her to become blood drunk herself causing the player to fight her in a particularly tragic ending to her story so this incredibly nuanced little story more than any other in the game asks you to question the morality of the hunt and sprinkles a much needed touch of humanity into the world but it's well hidden and might play out very differently from play as a player I think it's a good example of what Jenkins refers to as a micro narrative because it's self-contained independent from the larger plot and occurs on a very personal level it's also indicative of the incredible variability that can be built into videogame stories and how their outcomes and meanings can change based on player choices actions and other hidden triggers which makes them a fascinating but difficult object of study for academics moving on to embedded narratives so in literary studies the russian formalists made a distinction between two different aspects of narrative story and plot this is a classic distinction so plot is the way the work is presented on the page in literature the way you read it where a story is the actual chronological sequence and reading is an act of chronologically reassembling what you're reading so the classic example was the detective novel where you have two stories somewhat Aeneas Lee the story of the crime which is unknown at the start and the story of the investigator which you as a reader are mirror mirroring his efforts are kind of like reassembling the chronological sequence of the story so according to Jenkins the does game designer creates two different narratives one relatively unstructured and controlled by the player as they explore the game space and unlock its secrets the other pre structured but embedded within the meson son awaiting discovery the game world becomes a kind of information space and memory palace I really like this idea of games as a memory palace it's like one of my favorite quotes so I think though there's a challenge of reconstructing the story from plot in a game on two levels which is a little bit different to literature so firstly the game resists your efforts to read it or throwing challenges at you that you must overcome in your quest for meaning as jenkins says embedded narrative Canon often does occur within contested spaces secondly the story elements once discovered must be mentally reassembled to create a narrative pattern which is close to the process of reading as the process in literary studies and philosophy called hermeneutics shouldn't go into okay so that's an active narrative so moving on to the final category sorry not the final category know that this finds some still the same thing yeah yeah embedded narrative sorry I've lost myself anyway so embedded narratives in blood-borne so Jenkins talks about embedded narratives don't require branching story structures but rather depend on scrambling the pieces of linear story and allowing us to reconstruct the plot through the acts of detection speculation exploration and decryption so in blood-borne a lot of the plot is written into item descriptions dialogue of hidden NPCs and into the very architecture of the game world itself here's an example the yharnam stone which you gain from defeating the two marion queen after a very long she's an optional boss in a very long run of the chalice dungeons which incredibly difficult to be and for ages people were trying to figure out what this did and it turned out it didn't do anything it was just there to deliver its little payload of narrative and be really enigmatic basically it's if you read the description it's the Queen lies dead but her horrific consciousness is only asleep and stirs in unsettling motions and the item looks a bit like it's got fetus kind of thing in it which is a bit weird so I like to think of this quality of video game storytelling as dispersed narrative where the narrative is just scattered around all over the place and you have to kind of go around and pick it up and put it back together which I really like in games so the final category is emergent narrative so emergent narratives are not pretty structured or pre-programmed taking shape through the game play yet they are not as unstructured chaotic and frustrating as life itself so they're kind of unpredictable within limits so there are those stories that occur through the partially unpredictable interaction of players and systems basically so the more systems a game has the more opportunities there are for emergent storytelling yet these systems are designed to create certain types of gameplay just as architecture anticipates certain uses and interactions so these are known as affordances and Jenkins uses the example of urban design so urban designers exert even less control than game designers over how people use the space as they create or what kind of scenes they staged there yet some kinds of expand themselves more readily to narratively memorable or emotionally meaningful experiences than others so you can talk about emergent narrative and blood-borne I think one of the most interesting elements is the online functionality of the game which is like the Dark Souls games before it quite interesting quite a symmetric quite different to any other game so in blood-borne players can leave messages for one another which are relayed into other players games by interdimensional messengers these cute little guys which I love and you can give them top hats so that makes me happy and players can also activate blood spots that mark where other players fell in battle to play a silhouette of that players last moments potentially offering an insight into what lays ahead it's an example of that there and you can most importantly ring a little bell to summon other players into your game to help you out or to invade other players games and and not leave them basically so there's that element of kind of emergence there were players interacting together and being able to help each other out create their own stories within the limits of the game I think it's interesting that whereas most games would put all of this online function entities where it's like choose to go online it's all there within the narrative context of the game you're ringing a bell because blood-borne operates on a parallel you verse mechanic whether the sound of the Bell creates a tumbler that kind of links to the other players worlds and cools them forth and it's all really interesting here's a another picture so many good pictures from blood-borne so another aspect of the emerging behavior relation to blood-borne is the fact that this system has actually elevated itself from out of the game and now and play is kind of like trade information on wiki's and using YouTube videos to try and interpret the lore of the game to give one another advice and I think that the game creates a really positive collaborative environment and and that's a product of the way it's designed and it's worth noting as well that such emergent narrative elements based on online interaction are completely dependent on active servers and multiple players experiencing the game simultaneously so this type of narrative interaction is perhaps the most unique to video games and the most ephemeral because it's based on things outside of the game itself which i think is something to bear in mind if you're going to pull Gooding this talk later which is about the preservation of such games so why is all this important I hope this talk offered an insight into how narrative and gameplay can work together and demonstrate how interesting it is to think of game designers as a narrative architects rather the traditional storytellers I think thinking of video games storytelling in spatial terms using these four different models presented by Henry Jenkins could lead to more creative narratives so jenkins says such a mixture of in accident and embedded narrative elements can allow for balance between the flexibility of interactivity and the coherence of pre authored narrative so thus bringing together narratology and lewd ology and there's an academic that's pretty much here there's some work cited there's a little bit about me there's time for questions if anyone wants to ask skinny you'll have to shout them out and I'll have to repeat them any questions well then there are plenty of videos online for you to look at yeah yeah yeah okay just to reiterate for the video in case that wasn't picked up how how specific can you go with micro narratives is a little kind of tableau in a corner of a room a micro narrative and is any action a player takes through space in a sequence a micro narrative it could be like Jenkins gives the example of like playing a football game and giving a getting a touchdown as being a micro narrative because it's something that you can lift out of context and you know have it as a self-contained little thing and I think totally those little bits of environmental storytelling where you get a little tableau almost or still like you said a still-life can totally be like a micro narrative so I don't think there's any hard and fast rule to it I just think it's a really interesting way to frame those kind of things but yeah I mean the problem with these kind of taxonomy is right is they create divisions between things whereas actually I think there's quite a lot of overlap between these four categories obviously I can't go into that because 20 minutes is enough to just think of a taste of always talking about rather than actually you know explore how they're interconnected as well any other questions yeah big influence okay cool so the question is like about kind of Lovecraft being used more and more and what other kind of originators of kind of genres and and tropes can be used or are being used I think it's interesting that blood that kind of love craft is such a popular thing for the bass games on and things you can't actually throw a rock I don't know why you'd be throwing rock we can't throw a rock these days without hitting the board game with a Lovecraftian theme right and the main reason for that is it cool but the secondary and closely-related reason to that is it's um isn't it's out of copyright so anyone can just use it and so I think like the more it's then used like the more people become familiar with it and the more it gets used but I think the interesting thing with blood-borne is it doesn't explicitly use it it's all very subtle is like Miyazaki's use of kind of western fantasy tropes in Dark Souls they're there but they're kind of filtered through his kind of unique sensibilities and his kind of cultural influences and he uses I can't remember the terminology now but his specifically said that he uses a lot of Japanese philosophical concepts about impermanence which is really interesting it's really interesting to read interviews with him because he clearly you know is very intelligent man and clip who knows what he's doing and I think in terms of other kind of originators of important myth AUSA's I guess Sherlock Holmes like you know I think Arthur Conan Doyle his his work gets used a lot and is being used more and more in videogames I think is another interesting talk to be had about because I mentioned a little bit there about kind of detective fiction and videogames because obviously detective fiction is a really good example of how story and plot works but it's a little bit harder to do in videogames and when videogames normally do detective stories because they could be so procedural it can easily get out of hand be difficult they normally kind of systemize that so you had something like murdered soul suspect where you weren't really solving a mystery were just collecting little bits of things and putting them together and it's I'm yet to see like a detective game done really well I think that gives that the player the freedom to try and work it out itself but that's the other one I could think of is at the top of my head is Sherlock Holmes and do you have any in mind yeah another one I'll give you which is a little bit more highbrow but I think does creep into things is George annuity of all gays who is an Argentinean a proto sci-fi writer he came up with some amazing incredible mind-blowing ideas that play that you know you read one of his stories and it will change the way that you look at the world forever his brilliant and I find I'm finding that his ideas are creeping into games and popular culture a little bit more now try I can't think of an example for the top of my head but could you think of one cool I know you like tall guys as well oh yeah he's that oh yeah joseph conrad's yeah spec up to the line yes spec up the line is an adaptation of the heart of darkness by Joseph Conrad yeah yeah yeah videogames are becoming a little bit more literary and a little bit more you know encouraged to kind of like newest literary sources and and play around with them good anyone else probably try and wrap up time as its yes okay we should probably wrap up but I hope you enjoyed that and it wasn't it was okay you