Games and Narrative

Choose a game which you feel attempts to incorporate strong narrative elements.
2. How is time represented in the game? Is there a separation of story and discourse time? How does the game’s use of time allow for interactivity?
The game I’ve chosen is Heroes of Might and Magic III- the Restoration of Erathia.
How is time represented in the game? + How does the game’s use of time allow for interactivity?
The game seemingly lets the player define for himself another dimension of time.
Time* can be viewed as a manipulatable entity in Heroes III. It can be halted, quickened, slowed, stopped and even saved. I’ll only elaborate on 2 of these.
When I choose to (aha! Choice -> interactivity) pause the game- time stops ‘running’. As Heroes III is a turn-based game, my time’s paused when the other player (aka the processor) takes his turn. It’s interesting to note that it’s at this point in time that the game snatches away the player-defined “time”- my user interface is frozen and I can do no less than watch as another ‘day’ pass (indicated by the hour-glass) while the game shows my opponent’s quick moves across the territory. I feel that interactivity comes in even when the player’s control of time is taken back by the game processor. Cos this happens when a certain no. of moves was made by the user (which is in spite of the actual time spent on each move!) and this adheres to Crawford’s definition of interactivity via influential feedback.
Time can be quickened. How? Use cheat codes! For instance, “black sheep wall” enables me to view the map of the whole territory without having to spend er, unnecessary time to explore and hence uncover the whole map. In battles, I can cast a “speed” spell to hasten my creatures’ speed of attack too.
Interactivity, facilitated by the game-defined time, also comes from the choice allowed for the player. How he chooses to interpret what happened at e.g. the castle when he is shown that his opponent entered it but NOT what he did there. How the player chooses to manage his own time in the game. Also, how playful the player is determines how interactive he finds it. For e.g. if I don’t explore how to cheat in the game, I’d never know I can interact with the system in this way.
Is there a separation of story and discourse time?
Well, I think that whereas time flows in a strictly linear way, aka a continuum of irreversible sequence, the discourse time can flow non-linearly, and is reversibly possible.
Reason being, as Neitzel mentioned, “games are not laid out along chronological lines” but rather are “process(es) of expanding the present”. A player may re-visit his steps, or a narrative kernel in the game may take you to a prophecy, a flashback, a “meanwhile…” ongoing, and the like.
Real time is more complex. If it were to be defined as “a dimension in which events occur in sequence”, then it’s clearly different from a discourse time which can be non-chronological. Time is also a “local observed quantity” in that it is relative to the user and the object. It’s precisely the grey areas in ‘time’ that separates it from discourse time, again due to how one mind quantifies the passing of time from another.
*Time here refers to the time as defined by the game, within itself. It is not the time in reality.
It’s interesting how time can ‘fly’, how we can ‘save’ time, ‘steal’ time and even ‘kill’ time. If I can choose to be a quantity I won’t choose to be time!

1 Comments:
Not sure I entirely follow your argument... I think you're mainly talking about the difference between discourse time (the telling of the story) and "reading" or playing time, as in the time as experienced by the player. What about the time of the events themselves, story time? How is this separate (or not) from the time of the telling, the discourse time? It this distinction, or lack thereof, that can determine whether or not interactivity is possible.
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