Q7: Are agency and narative structure mutually exclusive?
If we look beyond computer games, there are definitely examples of games that manage to integrate agency and narrative structure seamlessly. My example would be theatrical improvisational games where actors are given a specific situations to improvise dramatic plots.
In improvisational games, the plot unfolds according to the input of the players, giving them both local (reaction from other players is immediate) and global agency (players determine how the plot progresses and concludes). In improvisational games, the interaction between players often results in strong cause and effect relationships and plots that are complex beyond the imagination of the directors, both of which are characteristic of narratives.
Moving back to CGs, I guess, the issue of whether they will be able to integrate narrative structure and agency is really a technological one. Why I say this is because in order to simulate the seamless integration of narrative structure and agency in improvisational games, computers need to be able to simulate human-like thinking and responding (much like that in improvisational games) such that the games will be able to interact with the user’s inputs to create a narrative. To do so would require immense processing power from the computers.
In fact, CGs like Façades and Last Express have already made such attempts at integrating agency and narrative in gameplay. Façades emulates a soap opera with characters which respond to player inputs whilst maintaining a well-formed dramatic arch to provide both formal and material affordances to the player. The Last Express is a detective adventure set on the Orient Express and provides up to 30 endings in response to the player’s actions in the game.
However, due to the nature of their design, both games are relatively memory intensive – The Last Express takes up 1.8GB (which, in 1997, was quite a huge file size) to provide 39 minutes of gameplay whilst Façades takes up to 1 minute (or even longer, as we experienced in class) to load up before the game can be run.
Façades, in particular, parallels the work of cognitive scientists who simulate the workings of the brain in neural network models such that computers can behave in a human-like fashion. This points to the possibility that one day, computers will be able to simulate the dynamic workings of the human brain and generate responses similar to that in theatrical improvisational games.
Therefore, it seems possible to integrate narrative structure with agency in computer games, although it might take some time and lots of processing power for computers to truly ‘think’ like humans.