This essay was written for my MCC 232 (Video Game Studies) unit. As usual, I’m not 100% happy with how it came out, but given the 1500-2000 word limit on the essay for a topic that deserves much more, I think it’s passable. It was a good learning experience for me as well – any time this “debate” comes up I’d previously held up roguelikes as an example of strict Ludological principles (that aren’t your obvious choices like Tetris), but there’s enough narrative structure in most of them to deserve a look from that perspective at the very least.
A .pdf copy of this essay is available here.
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“Divergence from a story’s path is likely to make for a less satisfying story; restricting a player’s freedom of action is likely to make for a less satisfying game.”
- Greg Costikyan (Costikyan 2000, par. 1)“Every medium has been used to tell stories. That’s true of books and theatre and radio drama and movies. It’s true of games as well.”
- Eric Goldberg (Costikyan 2000, par. 1)
Videogame studies are in their infancy when compared to other, more established fields of academic study. This has led to extensive debate within the academic community on how best to approach the study of videogames – from a purely “game” driven perspective (Ludology), or utilising the existing base of narrative studies (Narratology). The above quotes from Costikyan and Goldberg demonstrate the often “polar” nature of these debates – but I believe this is a false dichotomy. An understanding of both narratology and ludology is desirable to develop a truly critical understanding of games and game-play.

