Bjarke Alexander Larsen
Narrascope 2023
Don’t
Explain
Explain
“Don’t Try to Explain It”
Why Some Things Should Not Make Sense
(in games)
Wrestling
Contemporary Philosophy
Mythology
Memes
???
Hi, I’m Bjarke!
3rd year PhD Student at UC Santa Cruz
Master in Media Technology at Aalborg University (Denmark)
Programmer @ mobile games dev and experience with ARGs and Escape Rooms.
[Bj] ar like a sad pirate [ge]
Games make no sense
“Narrative Nonsense”
Something that does not make sense when framed in terms of the narrative,
yet is accepted in terms of the “game”.
“Narrative Nonsense”
Something that does not make sense when framed in terms of the narrative,
yet is accepted in terms of the “game”.
“Narrative Nonsense”
Something that does not make sense when framed in terms of the narrative,
yet is accepted in terms of the “game”.
“Narrative Nonsense”
Something that does not make sense when framed in terms of the narrative,
yet is accepted in terms of the “game”.
Ludonarrative dissonance?
In fact, League
In fact, League
In fact, League
In fact, League
In fact, League
But then how does the game even make sense?
“don't think about it too hard”
“don't think about it too hard”
…But why?
Humans want things to make sense.
Humans want things to make sense.
“Everything that is, we want to understand, grasp, claim, make useful”
Hartmut Rosa: “The Uncontrollability of the World” (2020)
Humans want things to make sense.
“Everything that is, we want to understand, grasp, claim, make useful”
the desire to make the world controllable.
Hartmut Rosa: “The Uncontrollability of the World” (2020)
Humans want things to make sense.
Why do we accept nonsense in games?
let go
I will try to convince you to let go.
Wrestling
Wrestling
Wrestling
Originally from carnival games (most likely)
Fights in sports arenas. At some point, became “fixed”.�“This is a spectacle: A Story.” - Barthes (1957)
Wrestling
Originally from carnival games (most likely)
Fights in sports arenas. At some point, became “fixed”.�“This is a spectacle: A Story.” - Barthes (1957)
Jenkins: “Serialized fiction for men.” (2005)
Wrestling makes no sense
The Diegesis of Wrestling
Wrestling is “scripted”. But it is also part of the real world.
When “The Rock” stars in a movie, it can (and has) been referenced in-world by other wrestlers. Does that mean that all cinema is part of wrestling?
Accidents happen.
Wrestling is also “co-opting” the real world, and using it narratively.
It can do this because it runs in parallel to the real world.
The Diegesis of Wrestling
This is Ric Flair, wrestler. �This is Richard Morgan Fliehr, born 1949
“If you shake hands with Ric Flair, you are shaking hands with two facets of Ric Flair: the actual and the fictional one. The actor and the character are the same”� - interview from “The Unreal Story of Professional Wrestling” (1998)
It is impossible to define exactly where Ric ends and where Richard begins.
The Diegesis of Wrestling
“Kayfabe”: “illusion of realness” (Smith, 2006), “insistence that the unreal is real” (Shoemaker, 2013)
Staying “in kayfabe” is assuming that everything in wrestling is not scripted.
(The term kayfabe, itself a form of carnival-speak for “be fake” (Shoemaker, 2013))
The Diegesis of Wrestling
Wrestling is so obviously nonsense
This is the point.
It is part of the joy for wrestling fans to “suss out” what is scripted and what isn’t.
The Diegesis of Wrestling
Wrestling is so obviously nonsense
This is the point.
It is part of the joy for wrestling fans to “suss out” what is scripted and what isn’t.
It is akin to a magic trick: You know you are being fooled, but that is the point.
Video Games and Wrestling
Oliva & Calleja (2009) compared Wrestling with World of Warcraft
Fake rules, real fiction : professional wrestling and videogames (2009)
Video Games and Wrestling
World of Warcraft is a live game.
Oliva & Calleja (2009) compared Wrestling with World of Warcraft
Fake rules, real fiction : professional wrestling and videogames (2009)
Perennial Games
Perennial Experiences
“continuing for a very long time; happening again and again”
Perennial Experiences
“continuing for a very long time; happening again and again”
Comics
Doctor Who
Wrestling
Star Trek
Tabletop RPGs
Actual Play Podcasts
Blaseball
World of Warcraft
Reality TV
Soap Operas
Destiny
League of Legends
Sports
Books Series
Fortnite
Second Life
Final Fantasy XIV
K-pop
Perennial Experiences
Perennial Games
Comics
Doctor Who
Wrestling
Star Trek
Tabletop RPGs
Actual Play Podcasts
Second Life
Blaseball
World of Warcraft
Reality TV
Soap Operas
Destiny
League of Legends
Sports
Books Series
Fortnite
Final Fantasy XIV
K-pop
Perennial Experiences
Perennial Games rely on nonsense.
Questions in Perennial Storytelling
Repetition
Lohmann (2008), Bartle (2004), Karavatos (2017)
Questions in Perennial Storytelling
Repetition
Diegesis
Kleinman et al. (2019)
Questions in Perennial Storytelling
Repetition
Diegesis
Authorship
Swartjes (2010), Ryan (2018)
Proposal:
Perennial stories can be understood as myths.
Our Definition of Myth
Myths are stories by and for communities, to explain the world they inhabit, and these stories communicate their shared history, values, norms, and perspectives.
�Mythmaking is thus the active construction of these stories by the community telling, re-enacting, retelling, or experiencing those stories with each other.
The Second Layer
The Second Layer
Leeroy Jenkins is a Mythological Figure.
Why? Myth…
…Is able to describe the author/audience split in a more nuanced way.�
…Inherently deals with the diegetic muddiness of perennial games.�
…Explains repetition not as a negative for storytelling.��…Helps us understand why these games matter to people.
Myth as a lens
Perennial games, stories or communities are not “myths”.
But myth provides a series of useful perspectives.
Repetition
How can storytelling make sense in a world where major characters die every day?
How can storytelling make sense in a world where major characters die every day?
Repetition
Myths function through repetition.
Retellings are how myths survive, propagate, and matter.
How can storytelling make sense in a world where major characters die every day?
Repetition
Myths function through repetition.
Retellings are how myths survive, propagate, and matter.
See repetitions as retellings or ritualized re-enactments of previous events.
Repetition
Repetition
Myths make no sense
Mythology is real and not real.
They are stories spoken in truth but aren’t true.
What they say about people is true while their events might not be.
Cornell & Orman (2009), Krzywinska (2006), Geraci (2014)
Mythology is real and not real.
They are stories spoken in truth but aren’t true.
What they say about people is true while their events might not be.
Cornell & Orman (2009), Krzywinska (2006), Geraci (2014)
Traditional mythology contradicts itself.
Does Arthas Exist?
Does Arthas Exist?
“For me there is a fundamental difference between the gods in WoW and the gods in real life.
The gods in WoW exist and the gods in real life do not”
- Participant in Aupers (2017) Survey
Does Arthas Exist?
“For me there is a fundamental difference between the gods in WoW and the gods in real life.
The gods in WoW exist and the gods in real life do not”
- Participant in Aupers (2017) Survey
This is true in the fiction.
Does Arthas Exist?
“For me there is a fundamental difference between the gods in WoW and the gods in real life.
The gods in WoW exist and the gods in real life do not”
- Participant in Aupers (2017) Survey
This is true in the fiction.
Players’ actions have fictional implications, too.
It is both real and not real.
““Real Enough”: We are able to play as if we believe this could have been real.”
- Hong (2015)
It is both real and not real.
““Real Enough”: We are able to play as if we believe this could have been real.”
- Hong (2015)
It is part of the perennial experience to
discuss what is real
It is both real and not real.
““Real Enough”: We are able to play as if we believe this could have been real.”
- Hong (2015)
It is part of the perennial experience to
discuss what is real
That is what fans do when they argue about canon.
Canon
That is what fans do when they argue about canon.
fan-produced work (fan fiction, fanart, etc).
Canon
That is what fans do when they argue about canon.
“fanon”
fan-produced work (fan fiction, fanart, etc).
Canon
That is what fans do when they argue about canon.
“fanon”
fan-produced work (fan fiction, fanart, etc).
Fanmade taxonomies of what is canon.
Canon
That is what fans do when they argue about canon.
“fanon”
fan-produced work (fan fiction, fanart, etc).
Fanmade taxonomies of what is canon.
Watsonian: Inconsistencies must be explained through in-world explanations.
Doylist: Inconsistencies are probably authorial error.
Nonsense builds community.
People come together to understand.
Community Building
People come together to understand.
Community Building
Fandoms discuss nonsense as part of the experience.
People come together to understand.
Community Building
Fandoms discuss nonsense as part of the experience.
Mythology serves this function in society.
Elden Ring
Lore Communities
Let Me Solo Her
Let Me Solo Her
Let Me Solo Her
FromSoft Games are ridiculous
Nonsense makes people talk.
When we talk about the power word of mouth a lot.
Give people something to “mouth words” about.
“Virality”
“But I make single player games”?
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Ocarina of Time is nonsense.
Nonsense is memorable.
The brain wants things to make sense.
Things that are incongruent can be intriguing.
The brain wants things to make sense.
Things that are incongruent can be intriguing.
Many modern games aim for internally consistent, coherent worlds. �They want to explain everything.
The brain wants things to make sense.
Things that are incongruent can be intriguing.
When done wrong, the worlds can become stale and predictable.
Many modern games aim for internally consistent, coherent worlds. �They want to explain everything.
“Everything that is, we want to understand, grasp, claim, make useful”
In trying to make sense of the world, we lose connection with it.
We can’t get too close, afraid it is going to affect us.�We maintain distance with it.
“Everything that is, we want to understand, grasp, claim, make useful”
In trying to make sense of the world, we lose connection with it.
We can’t get too close, afraid it is going to affect us.�We maintain distance with it.
“Everything that is, we want to understand, grasp, claim, make useful”
“Resonance”
“Half-controllability”
“Everything that is, we want to understand, grasp, claim, make useful”
“Resonance”
“Half-controllability”
“Everything that is, we want to understand, grasp, claim, make useful”
“Resonance”
Nonsense is a moment where we are forced to re-engage with the game.
We lean in and ask questions. We’re present.
Lacunae
Lacunae
“A Toolkit for Encouraging Player Stories” (2022), Kate Compton, Jason Grinblat, Nina Kim, Emily Short, Tanya X. Short
Lacunae
Leave unanswered questions
about the world.
Lacunae
are great for community, too.
Lacunae
are great for community, too.
Jacob Geller (2019) “The Decade-Long Quest for Shadow of the Colossus’ Last Secret”
Play Outer Wilds.
Lacunae
are great for community, too.
Developers are not immune to desiring controllability.
Developers are not immune to desiring controllability.
Explaining is a natural urge.
Developers are not immune to desiring controllability.
Explaining is a natural urge.
Creating deep, detailed worlds is often the mark of quality.
Developers are not immune to desiring controllability.
Explaining is a natural urge.
Creating deep, detailed worlds is often the mark of quality.
Nonsense can feel like a mistake that needs fixing.
A Word of Caution
A Word of Caution
I am not saying we should
“make games nonsense on purpose”
A Word of Caution
I am not saying we should
“make games nonsense on purpose”
More like
“Don’t worry when it is.”
Ludonarrative dissonance?
Generating Nonsense
Generating Nonsense
Procedural Generation
Combining events in unpredictable ways.
Generating Nonsense
Procedural Generation
User-generated Content
Combining events in unpredictable ways.
Players do not adhere to the fiction.
Generating Nonsense
Procedural Generation
User-generated Content
Combining events in unpredictable ways.
Players do not adhere to the fiction.
Live Development
Affected by real-time activity.
Generating Nonsense
Procedural Generation
User-generated Content
Combining events in unpredictable ways.
Players do not adhere to the fiction.
Live Development
Affected by real-time activity.
RIV
Nonsense is emergent narrative fuel.
Word of Caution�I am not saying we should
“make our games nonsense on purpose”
Focus more on this.
(I am not advocating for being ridiculous for being ridiculous’s sake. I am a little bit saying that but it also doesn’t really work if you try to force it. If things make sense, that’s good. That’s the norm, really. Standard. Dont mess with expected. But maybe, if you have something that you cant make sense of. Maybe consider leaning into it, instead of away from it)
Word of Caution�I am not saying we should
“make our games nonsense on purpose”
Focus more on this.
(I am not advocating for being ridiculous for being ridiculous’s sake. I am a little bit saying that but it also doesn’t really work if you try to force it. If things make sense, that’s good. That’s the norm, really. Standard. Dont mess with expected. But maybe, if you have something that you cant make sense of. Maybe consider leaning into it, instead of away from it)
The more we learn about a world, the smaller it becomes.
The more we learn about a world, the smaller it becomes.
Word of Caution�I am not saying we should
“make our games nonsense on purpose”
Focus more on this.
(I am not advocating for being ridiculous for being ridiculous’s sake. I am a little bit saying that but it also doesn’t really work if you try to force it. If things make sense, that’s good. That’s the norm, really. Standard. Dont mess with expected. But maybe, if you have something that you cant make sense of. Maybe consider leaning into it, instead of away from it)
The more we learn about a world, the smaller it becomes.
Nonsense opens the boundaries.
Word of Caution�I am not saying we should
“make our games nonsense on purpose”
Focus more on this.
(I am not advocating for being ridiculous for being ridiculous’s sake. I am a little bit saying that but it also doesn’t really work if you try to force it. If things make sense, that’s good. That’s the norm, really. Standard. Dont mess with expected. But maybe, if you have something that you cant make sense of. Maybe consider leaning into it, instead of away from it)
The more we learn about a world, the smaller it becomes.
Nonsense opens the boundaries.
Word of Caution�I am not saying we should
“make our games nonsense on purpose”
Focus more on this.
(I am not advocating for being ridiculous for being ridiculous’s sake. I am a little bit saying that but it also doesn’t really work if you try to force it. If things make sense, that’s good. That’s the norm, really. Standard. Dont mess with expected. But maybe, if you have something that you cant make sense of. Maybe consider leaning into it, instead of away from it)
The more we learn about a world, the smaller it becomes.
The more we learn about a world, the smaller it becomes.
Nonsense opens the boundaries.
Accept nonsense, Link.
Thanks.
Bjarke A. Larsen ∙ @BjarkeAL ∙ mail@bjarke.it ∙ www.bjarke.it
I will take questions on Ocarina of Time.
And other things.
PARKING LOT
Witcher
Bovine Defense Force
Ive heard that story much more than any other exploit path note. why?
because its funny. weird. and nonsensical.
it is not canon in the Witcher Universe.
As If (Saler, 2012)
Sherlock Holmes,
Lovecraft,
Lord of the Rings
Disenchantment
the modern (mostly western) world has become increasingly secularized and non-religious, non-mystical and non-magical.
Aupers: Play is still sacred. It is magical and allow us a space to be part of the magic of a fictional world.
Max Weber (1864-1920)
We maintain a distance between play and reality for this to work.
Aupers, Double nature of play:
“Play - in the frivolous meaning of the word - has become an alibi to cover up for the more serious, ultimately spiritual dimensions of play.”
Protected by a mantra of “it is just play”, players can allow themselves a safe space to engage and experiment with the sacred. The magic circle is thus legitimizing that which has otherwise been removed from society, and gives people a chance to “play” with the mythic, magic, the sacred.
Masquerade of Play
Because it is a game, because it is fiction, we may play with it.
But of course, it is not entirely fake. We know this too, and it is part of the reason why it works: The "real enough" nature of these worlds is crucial to making us feel more a part of them. The play is only there to uphold the masquerade, but we know well enough that even masquerades are real, too.
We get attracted by the fact that it is just play, it is pretend, it is ``just inside the magic circle''. But we stay because it is enchanting that which is outside, we stay because we, naturally, are outside the magic circle too, even as much as we use the circle to allow ourselves to play in the first place.
The Masquerade of Play
“keep an ironic distance towards our playful behavior”
“play - in the frivolous meaning of the word - has become an alibi to cover up for the more serious, ultimately spiritual dimensions of play.”
(Aupers, 2015).
Because it is a game we may play with it.
The play is a trick we play on ourselves, to allow ourselves to enter a reality that is a little more magical than the one we otherwise would have.
A game is "real enough" to make us feel more a part of it. The play is only there to uphold the masquerade, but we know well enough that even masquerades are real, too.
The Interaction of Wrestling
But it doesn't end here. Because wrestling is oddly interactive.
This is Daniel Bryan.
He was not scripted to win WWE
He did.�Because the audience wanted it.
The Interaction of Wrestling
Wrestlers change the fight based on how the audience is reacting.
The outcome of the match is fixed, but the moves aren’t.
Are fans getting bored? �Pick up the pace.
Is the villain underperforming?�Let him show off a powerful move
“The Loot Cave”
2014
2020
Good (2014), Gach (2020), Hornshaw (2021)
“The Loot Cave?”
Good (2014), Gach (2020), Hornshaw (2021)
Real and Not Real
Perennial Games also contradict themselves.
The Two Layers
The First Layer
The construction of a fictional world.
…lore, canon, characters, geography, events…
The Second Layer
The making of lived myth.
…patch notes, YouTube videos, community discussions, memes, achievements, world’s first races, bugs, community members, livestreams, meta discussions, guide websites, e-sports tournaments…
bleeds into
affects
The First Layer
The construction of a fictional world.
…lore, canon, characters, geography, events…
Aupers (2015), Geraci (2014)
World of Warcraft (2004-2022), League of Legends (2009-2022), Final Fantasy XIV (2013-2022)
The Second Layer
The making of lived myth.
…patch notes, YouTube videos, community discussions, memes, achievements, world’s first races, bugs, community members, livestreams, meta discussions, guide websites, e-sports tournaments…