Vladimir Propp devised a system to analyze the narrative structure of folklore. He published Morphology of the Folktale in 1958, attempting to organize the functions of elements within folktales into a chronological sequence, revealing the sequential "syntagmatic" structure. This analyses the structure of the sequence as contrasted with the paradigmatic structure which relates to the wider cultural context of the tale or "text".
This form of analysis "should be useful in analyzing the structure of literary forms (such as novels and plays), comic strips, motion-picture and television plots, and the like." - Alan Dundes, Introduction to the Second Edition of Morphology of the Folktale, 1968.
Propp's Morphology of the Folktale should therefore be useful in analyzing the narrative structure of the modern video game, allowing us to reveal the core functions that underpin the structure of games and use these recurring elements to provide a foundation for our own games, giving an underlying meaning and purpose to characters and objects within our game worlds.
Space Invaders was designed and programmed by Toshihiro Nishikado for Taito in Japan in 1978. It quickly became a world wide phenomenon, commanding the attention of children and adults alike. Every pub had one; and cabinets like these were soon covered with flicked fag ash and shandy pint glass rings all over the planet...
COME WITH ME BACK TO 1978!
Dance along to John Travolta and Olivia Newton John on the jukebox, order another two pints of lager and a packet of crisps, dig out your small change and let's play Space Invaders: "Deconstructed in the light of Propp's Morphology of the Folktale"...
It's interesting to think of the game world as a "character" or "actor" in it's own right; directed by the "developer" or "author" to fulfill a particular sphere of action in relation to the player/actor/hero. That's a relationship I hadn't fully considered until now and also raises other interesting further avenues of speculation, especially in regard to the author/developer role in shaping the narrative and the gameplay experience in a directed fashion in order to elicit a particular emotional and possibly cathartic response with the player/actor. Indeed, could this cathartic response be heightened as a result of the player being the prime agent in their own transformation?
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