Narrotology
can be described as “the ensemble of… narrative texts, images, spectacles,
events; cultural artifacts that tell a story” (Bal, Mieke, Boheemen, Christine van, 2009). It is through the analysis
through these texts which help us understand how narratives are constructed. Barthes’s distinction between proairetic and hermeneutic codes provide a base to understand narrative forms. Proairetic codes are often used
in gaming cultures as actions initiated must be completed by users. This, in
turn, will impact the series of events that occur, for instance, completing a
level in Angry Birds will unlock a
new world in the game and also a short film of the narrative to help users
understand the plot. These codes are effective as it, in a way, forces
audiences to complete games as there is an incentive to find out more, leading
to a more loyal fan base. However, Ludology – “to understand the form and structure of games”
(Mateas, M, 2005) - may also impact the way in which audiences refer to a text.
It could be argued that the instance of playing a game has no correspondence to
a narrative or story, which can be true of other games within the app market,
such as “1010!”. This debate, however, between Narrotology and Ludology may be
diffused when applied to Angry Birds.
Audience
readings can have an impact on narrative stories that are created within a
gaming franchise. Here, Narrotology becomes a key part in allowing audiences to
examine the perception of time and space and how it can construct meaning
within narrative forms. Angry Birds intertwine
these codes into the basic narrative structure in order to create enigma for
the user and keep them engaged within the game. This is apparent with the short
films played at the start of each new level on the first Angry Birds release. Here, audiences are given a glimpse into the
storyline, with the unlocking of each level providing further knowledge of what
happens between the conflict and progression of the story between the birds and
pigs. This is an effective method used by game developers in order to keep
audiences engaged within a text as they are forced to play the game until they
are able to unlock the next part of the story and understand the unfolding
narrative. This could further be applied to Transmedia narratives, as the
enigma can be used as a strategy “to draw viewers who are comfortable in a
particular medium to experiment with alternative media platforms” (Jenkins, H 2007). Not only would this create move activity for
the Angry Birds franchise, but also
for other games which follow a similar narrative structure. Ludology, however,
may also be applied as it is likely that most audiences had their first
experience with Angry Birds on the
mobile game app. Therefore, it could be argued that game theory comes into play
as audiences may be more engaged in the act of doing rather than seeing.
Despite this, it is evident that there is a clear narrative structure to the
basic Angry Birds game, with the
transmedia story being transferred across other entertainment platforms into
the products such as ‘Toons TV’ and the ‘Angry Birds Movie’.
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