My experience with video games has been one of ranging narratives. While I have played games with little to no narrative, such as Tetris, I usually prefer those with some sort of story to them. Even before I could fully read what the game was literally telling me, I loved the Pokemon game franchise for the story plot, adventure, and diverse characters. While the main plot of traveling through various regions, completing the professor’s Pokedex, earning gym badges while battling your rival(s) in order to challenge the Pokemon League, and stopping the nefarious deeds of the various evil organizations along the way, is roughly the same in every main installment of the series, it is in each region’s differences that set each story apart. For example, in the first generation of games, Pokemon Red and Pokemon Blue, the player simply stops Team Rocket from stealing Pokemon and causing trouble throughout the region during their journey. However, the newest installment, Pokemon Sword and Pokemon Shield, the player unlocks the secrets behind the Galar region’s past while discovering the true motives of certain shady characters. While the region does have Team Yell, a group of fanboys and fangirls of the player’s rival Marnie, they are more of a minor inconvenience than an evil team that needs thwarting. These differences between stories in a single game series makes each game worth playing.
But, what is it about narratives that makes them enjoyable or worth playing? Why do they matter? In their article, “A Dream of Embodied Experience”, Bianca Batti and Alisha Karabinus explain, using Janet Murray’s novel, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, that the “magic of games” lies in the player’s “agency (control), immersion, and transformation”, meaning that it is how the player puts them self into the game’s narrative that makes it exciting and interesting. A personal example of this is that when I was playing Pokemon Shield, I actually felt like the hero that the story makes the player character out to be, and it was a wonderful feeling. Batti and Karabinus also note that narratives are about the player’s own experiences and how they are represented in the game: “intersectional issues of race, gender, sexuality, ability, etc. are bound up in the concept of narrative… It’s about bodies and experiences and whose stories get to be told”. Dr. Cody Mejeur also presents the notion of a narrative’s representation in his paper, “Too Narrative, Too Queer: The Border Wars of Game Studies”, saying that “narratives are always connected to identity, personality, and power, which means they are always tied to race, gender, sexuality, and other systems of power”.
Both articles argue that player representation also makes narratives important. No player wants to feel left out of certain stories because of their race, gender, sexuality, age, etc; some players even refuse to play certain games if they cannot find their own personal representation in games. One of my favorite things about the Danganronpa game series is that all of the characters are diverse enough to represent very different backgrounds, genders and gender identities, and sexuality. For example, in Danganronpa 2: Goodbye Despair, the player has the option to spend “Free Time” with almost every character present in the various chapters of the game. During these periods, the player can learn interesting and/or valuable information about certain characters that do not come up during the game’s regular set story. This idea of “Free Time” continues further into the game’s post game, where the player can choose to spend time with and even romance any character that the player chooses. This dynamic does not limit the game’s protagonist, Hajime Hinata, to a heterosexual sexuality or identity, allowing the player to choose who to date for themselves instead of the game forcing a set romance upon the player, which can further add to representation for players that don’t identify as straight. Ultimately, narratives in games serve the purpose of representing and immersing the player into the game’s world, making playing the game a more enjoyable and interactive experience.
Sources:
“A Dream of Embodied Experience” by Bianca Batti and Alisha Karabinus
“Too Narrative, Too Queer: The Border Wars of Game Studies” by Dr. Cody Mejeur