Computer games are not texts the same way a printed literary work is a
text. Are they texts at all? They produce textual or interwoven
structures for aesthetic effects. In so far they are comparable to
literary texts. But a computer game is a program for the production of
a variety of narrative texts. Confronted with
a network such as a computer game, the idea of a narrative text as a labyrinth,
a game, or an imaginary world
seems to be appropriate. Within this world the player can explore or
play around and detect the rules. As Aarseth (1997) puts it:
"A reader, however strongly engaged in the unfolding of a narrative,
is powerless. Like a spectator at a soccer game, he may speculate, conjecture,extrapolate,
even shout abuse, but he is not a player. Like a passenger on a train,
he can study and interpret the shifting landscape, he may rest his eyes
wherever he pleases, even release the emergency brake and step off, but
he is not free to move the tracks in a different direction. He cannot have
the player's pleasure of influence: "Let's see what happens when I do this."
The reader's pleasure is the pleasure of the voyeur. Safe, but impotent."
The player of a computer game, on the other hand, is not safe, and possibly
he or she is not a reader at all. Trying to experience a computer game
is more like a personal improvisation with the risk of failure. The tensions
at work in a computer game are not incompatible with those of narrative
texts, but they constitute an extension: a struggle not merely for interpretive
insight but also for narrative control. The reader in a computer game comes
to be a player. There is a difference between games and narratives and
we cannot ignore their essential qualities, but there is also significant
overlap between both of them. While Myst offers
experiences in constructed worlds, it implicitly draws our attention to
the possibilities of electronic linking; however, their users learn little
about their own existence, the thoughts of others, or commentaries about
the one or the other - notions many of us associate with narrativity. While
an understanding of and reflection on our world is missing, the cybertextual
nature of computer games allows its users a better understanding of the
potential of multimedia and the future of multimedia
literature.