Your eyes lock to the screen. Your fingers grip the mouse. Your eyes furrow into a concentrated stare: you are not to be messed with.
You run into the room, guns blazing. On your right, a mobster with a machine gun fires wildly in your general direction. Bullets fly, walls are shredded and vases fail to remain intact. You’re hit by a few stray rounds, but not to worry: you’re tough. You shrug off the pain, and lay some of your own bullets into him. He falls to the ground, dead.
Meanwhile, your smart and sexy sidekick levels two more mobsters to the ground. She turns to you, cocks a smile and divulges some exposition, couched within a witty, yet flirtatious, remark. You choose to respond to this by jumping on a desk, and then onto her head.
It is at this point that you remember why most people don’t write narratives in the second person.
There’s an innate problem in defining the narrative form of a game: the gameplay genre may point towards one form, while the narrative essence of the gaming medium points in a different direction. Yet this description seems to underplay the sheer complexity of the issue, a complexity which seems to lie mostly in the concept of perspective.
The ‘gameplay’ form is pretty straightforward, so lets knock it out of the way quickly. Generally, this form is either first person or third person, depending on whether the camera is from a character’s viewpoint or not. It’s also usually informed by the genre of the game (First Person shooter, or Third Person RPG, etc.). The reason I call this the ‘gameplay’ narrative form is that the gameplay itself usually dictates its form. Abstract games like Solitaire and RTS’s have a blurry narrative form (I’d argue for first person and third person respectively), but I’d argue that this particular aspect isn’t all that important past the fact that we label games in this way.
Because when we look at the spirit of the narrative forms (as opposed to the specific words or techniques used to convey them), we’re presented with a very different picture. First Person (I) occurs when the author of the piece (who is often a character in the story) speaks to the reader or viewer directly: the film equivalent shows us the world through a camera that someone within that world is using to film (the camera in the film is like the pen/typewriter/computer used to write the novel). Second Person (you) occurs when we are asked to inhabit a character within the fictional world. Different texts allow us to colour the character with ourselves to different extents, with some giving us an explicit character to inhabit and some allowing us to place ourselves into the realm of the story. Third Person (he/she) disconnects the author of the work with the story and characters they are describing: it is the default narrative mode of films.
From these descriptions, you’d probably come to the same conclusion that I did: most games with a narrative are essentially second person in nature. The interactive component is the essence of this conclusion: as an interactive narrative, you are usually placed in the shoes of a specific character, who may have certain levels of characterisation. As jarring as the story is at the top of this article, it feels like a game more than a first or third-person equivalent would. Some games, such as the Sims, would be closest to a Third Person narrative form using this logic, with the narrative author (the player) being disconnected from the characters in the story.
Yet this example highlights the problem with this simplistic approach to narrative form. As an interactive medium, the narrative relationship isn’t just with the characters, but with the work as a whole. In the Sims, the player takes a directorial role rather than a character role. And in many games, you’re more akin to an actor who is given a script as they approach a stage than an audience member.
These interactive roles both fit within the existing terms we have (as the relationships with the characters or narrator remains), while also containing distinct aspects that fundamentally change their properties. As such, I’ll be looking to categorise the narrative forms of games based on the existing terms and their interactive impact. The thought is that if something is to be called first, second or third person, it should match the spirit of those terms in a meaningful way, rather than looking to match specific techniques or terms.
As an actor, you are allowed to improvise within the bounds of the script. You might have a stage direction that says “You kill all of the Combine Soldiers in the area”, but the way in which you do so is left up to you. I would term games which allow for some improvisation within a linear script to be of a Second Person Improvisational form, in which the player still inhabits a character and is lead through a story, but is able to subtly alter the story in ways which can dramatically change its meaning.
The important distinction here between this and being an actor on a stage (which is more of a first-person experience as you are given lines and directions directly from the author, who is a part of the theatrical world) is that in a game, you are still being lead through a story while acting, and the closest we come to a ‘rehearsal’ where the lines are pre-read in this space is when you fail certain realities of the world in your performance and are asked to try again (death and reloading). This is more akin to an improvisational game where you’re given lines to read as you read them and must improvise around these constraints as best you can than a normal actor-script relationship.
A good test of a narrative form is its boundaries: in most cases, crossing these boundaries leads to a distinctively jarring experience. So what changes in narrative form do we usually find jarring in Second Person Improvisational games? The obvious answer is cutscenes, where the form changes from Second Person Improvisational to Third Person. Less obvious is when a change in agency occurs and the Improvisational part of the game is stripped away. The example at the top of this article demonstrates this, where you are asked to improvise within a character, but your actions as that character bear little to no impact on the world. The Half-life series does this a lot, locking you inside a room and letting you roam free while people talk at and around you. The net effect is a confused narrative form that sits somewhere between Second and Third person as you inhabit a character, but only really do so in order to observe other parties.
In contrast, both Bioshock and Portal stayed within the Second Person Improvisational form at all times, utilising audio queues which didn’t interrupt the action but contextualised it nonetheless. Bioshock took the form further by allowing the player to choose how much context they desired through the use of radios that the player chooses to pick up.
So what happens when the story branches? Does the narrative form change, or are we still within the realm of Second Person Improvisational? If we look at ‘choose your own adventure’ novels, we see that the branching nature of these novels have never, in themselves, caused anyone to doubt their second person nature. This is because the choose your own adventure novel is still a read form, as opposed to an acted one. So by the same standards, if a branching storyline doesn’t change the improvisational nature of a game, the game remains within this purview.
Looking at the RTS, we see that the player is given direct control over third-party characters, while often having their own character to inhabit (that of the commander). The player in this role, is less of an actor and more of a director as they move characters around the map, which report back to the player character in turn. Depending on whether the player is inhabiting a character, the narrative form of the RTS is therefore either Second Person Directorial or Third Person Directorial. Note that even the Second Person Directorial form will usually have a diluted player character in the RTS genre, as they usually have no screen time and have minimal impact on the story (past winning battles of course).
Contrast this to a squad-based RPG, which also has a Second Person Directorial format, but has a strong and present player character. The RPG as a whole can range from Improvisational to Directorial, but is always concerned with the player inhabiting a specific character. Note that in the Directorial format, the player still hasn’t written the script (and as with Improvisational forms, they still don’t get to peek beforehand) – the form is concerned with the player Directing actors within the still-improvised space.
The final term that I’d look at is Auteurial games, a label which, again, can be applied to First, Second or Third person forms. Auteurs are the imaginative powerhouses of their mediums, and as such, the Auteurial narrative form is concerned with the player being the Auteur of a story. Sandbox games often fall into the Auteurial category: Sim City is a classic example of a Third Person Auteurial game. If we look at a game like GTA, we see that there are two distinct narrative forms co-existing in this game: in the random runnings about the city between missions, you’re playing in Second Person Auteurial as you create your own story within the confines of the game, but as soon as a mission is accessed, the game shifts into a Second Person Improvisational form. Interestingly, a game like Mass Effect has a Second Person Auteurial mode as you can just wander the world aimlessly, but this mode is not supported at all by the gameplay, which ensures that you are unlikely to be doing so without a specific mission.
In summary, what I’ve done here is to introduce three new terms: Improvisational, Directorial and Auteurial; which can be appended to existing narrative forms to better explain the narrative form that a game is undertaking. I think it’s important to note that this is distinct from the gameplay form, which deals more with explicit camera position (and as the term suggests, will generally impact the gameplay more than the narrative itself).
There are two big omissions that this article has made so far: that of First Person games and of abstract games. First person is a tough nut to crack when it comes to games, as it requires that the primary narrative mode involves a non-player character telling the story (as its author). It’s a form that the interactive medium isn’t designed to do: the closest I can think of this is the breaking of the fourth wall inherent in tutorial levels, which have the designer telling the player what the story of the tutorial would be (this is an example of First Person Improvisational).
Finally, let’s have a look at abstract games (solitaire, bejeweled and the like). I would argue that these games generally fall under the Auteurial category, as the player creates their own gameplay narratives within the confines of the game rules. These games can then take a First, Second or Third person form as well, with the most common being a Third Person experience.
These terms hopefully help to create narrative forms which allow closer comparison with other mediums by attempting to capture the spirit of the form, rather than its vocabulary. These new forms hope to emphasise the differences between games and other mediums while still exposing their similarities.

MozaicIris
July 11th, 2010
The scientist in me is confused by your essay-form, so could you just confirm I’m reading you right -
You propose utilising the following three adjectives to add a new layer of meaning to first/second/third person narrative forms.
Improvisational – where you have a defined plot but determine your own actions.
directorial – where you dictate the actions of multiple actors within a defined plot
Auterial – where you dictate not just the actions of your actor(s), but also the direction of the story.
Also your scenario at the start is an anecdote of people utilising their control over their actor to do stupid things that the plot fails to respond to, yes?
Sorry, I like that you’re analysing the form of games but I find you difficult to follow sometimes. Was that roughly correct?
pdyxs
July 11th, 2010
No problems – this isn’t my best piece ever in terms of structure: I don’t think I explained the motivation well enough.
Your analysis is correct, but there’s a couple of points I want to explore a little further.
Firstly, I want to emphasise that auteurial means that you shape the story (in particular, it means that the player, and not a game designer, came up with the plot). Your definition isn’t wrong, but it is a bit ambiguous.
As far as the anecdote at the start, what you’re saying is right, but there’s a bit more to it. The anecdote describes an issue with second person narratives which games share: that if a character we inhabit does something we would not (given certain character boundaries), we feel a larger disconnect with the narrative as a whole than in a first or third person work. It’s also a demonstration of the similarity of feel of a second person story to a game.
MozaicIris
July 11th, 2010
gadsdamnit, I forgot to cain the reply.
MozaicIris
July 11th, 2010
caine = chain
:-/
MozaicIris
July 11th, 2010
Like how the character of the villager basically vaporises when he just stands there grinning like an idiot whilst you rob him and smash his pottery to find rupees? I remember that moment in Zelda. I walked into the room and they were a person, they were a part of the story… and then I thought “I wonder what he’ll do if I smash this?” and he did nothing – and at that point he ceased to be a character and was converted into a device. The villager became a piece of sceneray rather than a character, and I nolonger cared what he had to say unless it involved completing a quest and getting more rupees.
So generally I think you point here is that we have to be mindful of the players role in and capacity to interact with the story, and that this capacity is seperate from his ability to interact with the game mechanic.
If yes, then I agree… if no then I’m still confused.
p.s. approve my profile pic!
pdyxs
August 13th, 2010
That’s definitely the case, but I think you’re touching on one of two separate issues in this area. First: that the behavior of npcs reacting to your character should be consistent with their character. Secondly: that the options allowed to your character represent the things that character might do.
The latter of these becomes particularly problematic when the player character isn’t defined – as an improvisor, you can then choose any character you wish, whose thoughts, however oblique, should be supported by the game to keep immersion.
Currently, computers really can’t deal with this in the same way that people can, which is why a dm-ed system will allow for greater immersion.
Graceful Dave
August 9th, 2010
This page has been open for so long I can’t remember where I stumbled onto this blog from, but I am very glad I did.
I really enjoyed this and I definitely get behind your new terms. Video game genres are severely lacking in creativity and informational content. Plus narrative is the biggest driving force to a game for me and is sometimes hard to find as these are not novels we are dealing with.
I would argue, however, that your “Abstract” games have an entirely different form. Applying the genres of previous media with a twist for video games is perfect, absolutely perfect. But video games as a form bring to the table entirely new problems and powers that the terms for regular stories just won’t fit with. The core role of interaction pushes the envelope in new and confusing directions.
I would almost characterize the “abstracts” as Null Narrative Form or something similar. I can see that, of all the options listed, Auteurial fits the best, but it is still not quite right. I mean, you could create your own narrative when playing Tetris, but do you? Does chess have a narrative? Does football? I don’t think there is a narrative, implicit or explicit. I think looking at players as actors over audience members is genius. But when the game you are experiencing is an honest to god “game” and not an interactive movie… I just don’t think the new terms you have laid down fit the bill.
pdyxs
August 13th, 2010
So the problem here is that there are two types of stories in games: the told story (for the want of a better word), and the gameplay story. Sure, chess has a pretty weak told story (two armies meet for an epic battle), but it has an incredibly rich gameplay story created by both players. Solitaire has a similar gameplay story, but this time it is told by the player and the lay of the cards.
Now we could omit the gameplay story entirely from this discussion of perspective (to call it null narrative form), but I feel that this causes problems for the other forms: improvisation, directing and being an auteur are ideas that inform the relationship between the gameplay story and the told story (in the case of the told story, they’re one and the same).
I do agree that auteurial falls short for these games though: while the players create the story, they don’t do so in such a conscious way as auteurial requires, and they only have partial control (as luck/other players take the rest of the control over the story). In fact, the most memorable gameplay stories occur when numerous players and/or luck combine to create unexpected and emergent behaviors.
All that’s left then, is to suggest a new term for this type of perspective, and perhaps something like ‘semi-auteurial’ would do (though I’m not convinced by that) – any thoughts?
Graceful Dave
August 14th, 2010
Hm. I very much like the three you’ve come up with, but I definitely think you are spreading auteurial too thin. There is definitely a difference there that I think requires a different description all together. I’m not convinced by ‘semi-auteurial’ either! I do see what you mean about a gameplay narrative though.
Here comes the brain storm.
I like the idea of partial control. I have always had an issue with multiplayer games, despite the fact that’s what most people think of when they think of a game. I am obsessed with the idea of video games as art, but multiplayer games always fall outside of the box and I never know what to say about them. The difference they bring seems to be, not surprisingly, an issue for talks of narrative, as well.
Why not call it Shared Narrative? I look to your point about players and/or luck having control over the story. I think this is key. The driving focus in a multiplayer game is, well, the other players. They drive the whole thing. Without them, you are just sitting in an arena, be it a chess board or a map, with no narrative at all, or rather, one of incomplete boredom. The three perspective points still come into play depending on the genre, but the perspective is on the other player.
I think this works for games like Solitaire and Bejeweled as well. As I said, most people think of a game as being played between multiple people. In those terms, think of what a “single player game” is. The game is your opponent. It is unlike an RPG in that the game doesn’t actually want you to win. In an RPG, or any other narrative driven game, you have to motivate the player just enough so they can get past the obstacle and feel like they have achieved something. At no point when you are reading a book does the game test your vocabulary, and if you fail, makes you re-read the last page. It’s a tough balance to hit, even with the wonders of difficulty settings. But abstract games as you coined them are not about completion, they are about the high score. They aren’t about cleverly designed goals as much as other genres of games are. It’s usually one challenge that scales and you get as far as you can before eventually failing. I guess you could call the kill screen of an arcade the final victory, but that’s pushing it a bit, I think. Basically, the challenge you are set is too boring to be fed to you by an alternative player, so the game does it for you. I think the gameplay narrative is the same between these types (multiplayer and high score) of competitive games.
Different thought. Video games have this unique form of narrative that comes from the way the player interacts with the game. As I hinted at before, this is unique to this medium. But it occurs to me that this distinction of two narratives could just be an artifact of primitive gaming. Immersion is key when designing a game. You want the player to forget they are playing a game. Every time you force them to step out of it you are going against the overall goal of any game. I’m fighting very hard to not tangent on how motion controls are doing exactly this, taking us away from what a game should be. BUT! If we can imagine the future of games to be totally immersive, then would perspective even factor into things? Hm, I guess they would… Could you have a totally immersive third person game? I guess this ideal of “gaming perfection” stops short outside of the first person realm. Anyways, just brain storming here.
The ball is in your court, sir.
Also, for the record, I’ve adopted the directorial, improvisational, and auteurial language when talking about games. I can’t stand gaming genres and I’m glad to finally have something to put in its place.