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Narrative and Games

Essay by   •  December 31, 2010  •  Essay  •  946 Words (4 Pages)  •  1,154 Views

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The idea of comparing technology with books seems to be quite abstract when one initially thinks about it. However, if you really take the time out to sit and reflect about the similarities and differences, the two genres are actually more comparable than you'd assume. Narratives seem to be the area of middle ground when speaking of technology and books. Narrative is described as a text that presents a series of events that form a meaningful pattern. These events, together with character and setting, constitute the story. The type of technology that was chosen for this assignment was computer games and I chose "Sims." This game contains many similarities to that of reading a book than a person could imagine.

The game, "Sims," is an interactive game which focuses on building a family of "sims" from the bottom up. This means that one has to create the environment that their family is going to live in. The player has to watch them develop and grow as a family. They then have to try and maintain a good standard of living according to the rules within the game of "Sims." Some of the rules entail staying healthy and having access to money. There are many important aspects to the game such as trying to fulfill their wants, needs, and aspirations. It is up to the player/ narrator to decide everything that happens throughout the game.

"Sims," requires the player/narrator to already have a certain skill level. One must comprehend the idea that you have a family and understand all of the aspects concerning a family. My assumption is that it would be easier for a woman to play this game versus a man because a woman typically runs the house. Therefore, she would automatically understand that certain tasks need to be done in order to progress as a family. However, there could be a complication because being a woman also includes the presumption that you may not understand computer games. There are instructions for the game, but many people probably do not read them as I did not either.

Throughout this game, I believe that the player is a passive narrator of "Sims." One is basically in charge of the journey that their "sims" family undergoes. It is almost as if you create exactly what is going to happen. However, one does not necessarily know if one of the family members is going to fall ill or lose their job. These are some of the limits that the game itself brings onto the player. This is where the passiveness of the player comes into action in the game. The player can dictate most things throughout the game such as a family member having to go to the bathroom, but the player cannot tell the game that the family member needs to eat. "Sims," is controlled to let the player know of the miscellaneous tasks throughout the game and it is the job of the player to fulfill them. Therefore I believe that the player in the game is a passive narrator, because in the end he/she has the option to choose the actions of the family.

The effect of playing this computer game compared to reading a book to me are still on two different levels, but there I believe that there is a medium in which they cross paths. When participating in both activities, time can be played with and expanded

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