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	<title>Comments on: Pattern and variance</title>
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	<description>blasting off again</description>
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		<title>By: Cuchlann</title>
		<link>http://superfani.com/2008/10/06/pattern-and-variance/#comment-58</link>
		<dc:creator><![CDATA[Cuchlann]]></dc:creator>
		<pubDate>Wed, 08 Oct 2008 07:35:12 +0000</pubDate>
		<guid isPermaLink="false">http://superfani.com/?p=1445#comment-58</guid>
		<description><![CDATA[I think that would be like reader-response.  Hold on, I have that essay around here somewhere (my ex-girlfriend finally returned my book)...

A few salient quotations from the beginning of Iser&#039;s essay, &quot;Interaction between Text and Reader&quot;:

&quot;Central to the reading of every literary work is the interaction between its structure and its recipient.&quot;  &quot;We may conclude that the literary work has two poles, which we might call the artistic and the aesthetic:  the artistic pole is the author&#039;s text, and the aesthetic is the realization accomplished by the reader.  In view of this polarity, it is clear that the work itself cannot be identical with the text or with its actualization but must be situated somewhere between the two.&quot;  

Something that strikes me, also, is that the things gamers as a group take away from games that heavily rely on story is how they completed each plot point.  That is, we all see the same story, but we usually enjoy that privately.  What we talk about together is *how* we did it.  I might have used the sniper rifle, while you might have preferred the shotgun -- so on.  I think if a typical plot-narrative is present, to look at the video game as a whole, we do have to examine both narratives together.  Even one of my hobby horses -- storytelling in video games -- relies on the way in which the game makes the story happen for the individual player.  &lt;i&gt;Call of Cthulhu: Dark Corners of the Earth&lt;/i&gt; is usually one of my examples, as it has a great insanity system in a first-person game.  I avoid incidental things that add to my sanity, while I have friends who go out of their way to make the character as crazy as possible, to get more and more insanity effects.]]></description>
		<content:encoded><![CDATA[<p>I think that would be like reader-response.  Hold on, I have that essay around here somewhere (my ex-girlfriend finally returned my book)&#8230;</p>
<p>A few salient quotations from the beginning of Iser&#8217;s essay, &#8220;Interaction between Text and Reader&#8221;:</p>
<p>&#8220;Central to the reading of every literary work is the interaction between its structure and its recipient.&#8221;  &#8220;We may conclude that the literary work has two poles, which we might call the artistic and the aesthetic:  the artistic pole is the author&#8217;s text, and the aesthetic is the realization accomplished by the reader.  In view of this polarity, it is clear that the work itself cannot be identical with the text or with its actualization but must be situated somewhere between the two.&#8221;  </p>
<p>Something that strikes me, also, is that the things gamers as a group take away from games that heavily rely on story is how they completed each plot point.  That is, we all see the same story, but we usually enjoy that privately.  What we talk about together is *how* we did it.  I might have used the sniper rifle, while you might have preferred the shotgun &#8212; so on.  I think if a typical plot-narrative is present, to look at the video game as a whole, we do have to examine both narratives together.  Even one of my hobby horses &#8212; storytelling in video games &#8212; relies on the way in which the game makes the story happen for the individual player.  <i>Call of Cthulhu: Dark Corners of the Earth</i> is usually one of my examples, as it has a great insanity system in a first-person game.  I avoid incidental things that add to my sanity, while I have friends who go out of their way to make the character as crazy as possible, to get more and more insanity effects.</p>
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		<title>By: Pontifus</title>
		<link>http://superfani.com/2008/10/06/pattern-and-variance/#comment-57</link>
		<dc:creator><![CDATA[Pontifus]]></dc:creator>
		<pubDate>Mon, 06 Oct 2008 23:57:59 +0000</pubDate>
		<guid isPermaLink="false">http://superfani.com/?p=1445#comment-57</guid>
		<description><![CDATA[&quot;The pattern of [game x] is [A], and the variation is [B]&quot; strikes me as a good place to start. It always helps to nail down the form of the thing you&#039;re trying to look at. Toward the end, though, you mention gameplay patterns and storyline patterns existing separately in the same place (I also like the storytelling in &lt;i&gt;Half-life&lt;/i&gt;), so let me throw this out there, as it might be a similar kind of disparity. The way I see it (and I think lelangir mentioned this in a comment to my post), playing a game results in the creation of two narratives: the narrative within the game itself -- the game&#039;s story, in other words -- and the human narrative surrounding the playing of the game. The playing of certain games results in more of one kind of narrative than the other; for example, when I get a high score in &lt;i&gt;Tetris&lt;/i&gt;, it&#039;s more about the human narrative of my having played my thumbs off until I nailed the high score than about any kind of inherent story in &lt;i&gt;Tetris&lt;/i&gt;. Let&#039;s say we wanted to take those human narratives into consideration (and, I mean, some games don&#039;t give us much else to work with in the way of story); would that be akin to reader-response criticism in literature, or would it work considerably differently? And do we have to study the two narratives in isolation, or can we look at them together? That&#039;s what I&#039;ve been thinking about on this topic lately.]]></description>
		<content:encoded><![CDATA[<p>&#8220;The pattern of [game x] is [A], and the variation is [B]&#8221; strikes me as a good place to start. It always helps to nail down the form of the thing you&#8217;re trying to look at. Toward the end, though, you mention gameplay patterns and storyline patterns existing separately in the same place (I also like the storytelling in <i>Half-life</i>), so let me throw this out there, as it might be a similar kind of disparity. The way I see it (and I think lelangir mentioned this in a comment to my post), playing a game results in the creation of two narratives: the narrative within the game itself &#8212; the game&#8217;s story, in other words &#8212; and the human narrative surrounding the playing of the game. The playing of certain games results in more of one kind of narrative than the other; for example, when I get a high score in <i>Tetris</i>, it&#8217;s more about the human narrative of my having played my thumbs off until I nailed the high score than about any kind of inherent story in <i>Tetris</i>. Let&#8217;s say we wanted to take those human narratives into consideration (and, I mean, some games don&#8217;t give us much else to work with in the way of story); would that be akin to reader-response criticism in literature, or would it work considerably differently? And do we have to study the two narratives in isolation, or can we look at them together? That&#8217;s what I&#8217;ve been thinking about on this topic lately.</p>
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