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Markku Eskelinen is an independent scholar and experimental writer
of ergodic prose, interactive drama, critical essays and cybertext fiction.
He holds a cand. philol. in comparative literature and is now co-editing
a series of Cybertext Year Books with Raine Koskimaa.
Excerpts from his early fiction were published in The Review of Contemporary
Fiction (Summer 1996) according to which he's also "easily the most iconoclastic
figure on the Finnish literary scene."
He has given paper and other presentations at various international
conferences, including the series of Digital Arts and Culture conferences
and the ACM conferences on Hypertext and Hypermedia.
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The Gaming Situation
by Markku Eskelinen
1. Introduction
The first point of departure for this article is a kind of paradox or
contradiction. Outside academic theory people are usually excellent at
making distinctions between narrative, drama and games. If I throw a ball
at you I don't expect you to drop it and wait until it starts telling
stories. On the other hand, if and when games and especially computer
games are studied and theorized they are almost without exception colonised
from the fields of literary, theatre, drama and film studies. Games are
seen as interactive narratives, procedural stories or remediated cinema
(1). On top of everything
else, such definitions, despite being successful in terms of influence
or funding, are conceptually weak and ill-grounded, as they are usually
derived from a very limited knowledge of mere mainstream drama or outdated
literary theory, or both. Consequently, the seriously and hilariously
obsolete presuppositions of Aristotelian drama, commedia dell'arte, Victorian
novels, and Proppian folklore continue to dominate the scene. To put it
less nicely, it's an attempt to skip the 20th century altogether and avoid
any intellectual contact with it, a consumerist double assassination of
both the avant-garde and advanced theory. The final irony is of course
that in the long run such a practice may turn out to be even commercially
incorrect.
In any case, in what follows I'll try to make some sense of what I call
the gaming situation by trying to pinpoint or at least locate the most
crucial and elementary qualities that set it apart from dramatic and narrative
situations, both of the latter being rather well-studied constellations
by now, and existing slightly beyond the necessary formalistic phase that
computer game studies have to enter in order to gain independence, or
at least relative independence. Historically speaking this is a bit like
the 1910s in film studies; there were attractions, practices and very
little understanding of what was actually going on, not to mention lots
of money to be made and lost.
As we study computer games, we need to have some idea of digital media
as well as of games. For that purpose we'll use the theories of Espen
Aarseth, Roger Caillois, Warren Motte and David Parlett in particular.
They form a filter through which the possibly heuristic findings and borrowings
from various neighbouring disciplines and predatory theory formations
are viewed, tested, modified and transformed. While discussing articulation,
materiality, functionality, typology and orientation, among other things,
we are confronting the bare essentials of the gaming situation: the manipulation
or the configuration of temporal, spatial, causal and functional relations
and properties in different registers.
2. Gaming as configurative practice
Regarding the so-called remediation or cross-media influence the simplest
possible statement would be that computer games are remediated games (and
not presentations or narratives). So what are games then? According to
David Parlett formal games are systems of ends and means (Parlett 1999,
3). The latter part consists of specific procedural rules of how to manipulate
the equipment (pieces or tokens or whatever).

Figure 1. The gaming situation
Gaming is seen here as configurative practice, and the gaming situation
as a combination of ends, means, rules, equipment, and manipulative action.
There are one or two parallels to draw. First, the equipment (the "what"
of gaming) and manipulation (the "how") of this ludology-in-progress resemble
the story and discourse of narratology. Still, according to the famous
statement of Christian Metz "one of the functions of narrative is to invent
one time scheme in terms of another time scheme" (Metz 1974, 18). Contrary
to this, in games there's only one necessary time scheme: the movement
from the beginning to the winning or some other situation. In cases where
another time scheme is invented, it is not as important as the first one.
In discussing computer games we should take into account the unique dual
materiality of cybernetic sign production (see Aarseth 1997, 40), and
the resulting difference between strings of signs as they exist in the
game (textonic game elements) and strings of signs as they are presented
to the player (scriptonic game elements). It may well be that events in
computer games should be described in three interplaying registers. In
addition to textonic events, there are two kinds of scriptonic events:
prefabricated and completed. The former are events presented to the player,
and the latter the combination of the former and the player's actions.
Another quick look at Espen Aarseth's typology of cybertexts (Aarseth
1997, 62-65) should make us see that the dominant user function in literature,
theatre and film is interpretative, but in games it is the configurative
one. To generalize: in art we might have to configure in order to be able
to interpret whereas in games we have to interpret in order to be able
to configure, and proceed from the beginning to the winning or some other
situation (3).
In literature, theatre and film everything matters or is conventionally
supposed to matter equally - if you've seen 90% of the presentation that's
not enough, you have to see or read it all (or everything you can). This
is characteristic of dominantly interpretative practices in general. In
contrast, in computer games you either can't or don't have to encounter
every possible combinatory event and existent the game contains, as these
differ in their ergodic importance. Some actions and reactions in relation
to certain events will bring the player quicker to a solution or help
her reach the winning situation sooner or more effectively than others.
There are events and existents the player has to manipulate or configure
in order to progress in the game or just to be able to continue it. Events,
existents and the relations between them can be described at least in
spatial, temporal, causal and functional terms. It's equally self-evident
that the importance of these dimensions varies from game to game and sometimes
also within the phases and levels of an individual game.
3. The equipment: situations, events and existents
Situations. In order to understand the equipment side better, it's useful
to explore traditional, but sophisticated accounts of narratives, stories
and their basic components. According to Gerald Prince's well-known definition
a narrative is "the recounting (as product and process, object and act,
structure and structuration) of one or more real or fictitious events
communicated by one, two or several (more or less overt) narrators to
one, two or several (more or less overt) narratees." Before going into
the details of this definition it is important to note one of its most
obvious consequences: "a dramatic performance representing (many fascinating)
events does not constitute a narrative either, since these events, rather
than being recounted, occur directly on stage." (Prince 1987, 58) This
is perhaps the most efficient way of distinguishing narrative situations
from dramatic and performative situations. We can show the main differences
among four major situations in the following chart:

Figure 2. Elements, activities and situations
So a mere story is not sufficient to make something a narrative, as there
must also be a narrative situation implying the presence of narrators
and narratees. To continue this digression, the story "always involves
temporal sequence (it consists of at least one modification of a state
of affairs obtaining at time t0 into another state of affairs obtaining
at time tN), and this is its most distinctive feature" (Prince 1987, 59).
This definition leaves the degree of causality between the situations
and events making up the story open to a wide variety of tastes to the
greater or lesser annoyance of plot-lovers. The latter often conceive
stories as mere plots or closed sequences of events, in which case they
should come to grips with games containing open series of events, and
that probably can't be achieved without major revisions in their favourite
narrative theories, which are not my concern here at all.
The fundamental constituents of the story are usually divided into events
and existents. It should already be obvious that it is possible to combine
existents and events in ways that do not form or become stories. In abstract
games like Tetris there are settings, objects and events but definitely
no characters. In addition there are events in games that change situations
but do not convey or carry or communicate stories. A goal in a soccer
game is an event that changes the situation, but there's no story in it;
a goal is a goal is a goal. The same can be said for most actions and
happenings in performance or circus art. The main thing is of course that
any element can be turned into a game element, and only one element is
enough to constitute a game if it allows manipulation, and this fact alone
allows combinations not witnessed in narratives or drama. Consequently,
both the number of game elements and the relations between them can be
different in specific ways that are typical of (computer) games and only
of them, and don't have to respect any conventions and traditional boundaries
inherited from oral or written narratives, drama, theatre or films.
Events. In narratology, events are divided into actions and happenings
based on their agency, and into kernels and satellites based on their
relative importance. There's also a difference between punctual acts and
more durational actions, and that's about it (Chatman 1978, 32-56). As
games require configurative approaches from the players, satellites are
of no importance to them, and in principle they could and should be skipped
(something that's not advisable to do in interpretative practices). Instead
of actions and happenings, we have user events and system events (or intransient
and transient events) in computer games, and events are either independent
or dependent of the player (5).
Those latter could be divided into successful and unsuccessful ones that
are a bit like happy and unhappy performatives in speech act theory (6),
in contrast to true or false and more or less important narrative constatives
describing (what exists and happens in) the fictive world(s).
Existents. Traditionally, existents are divided into characters
and settings based on their significance for the plot, and they are also
divided according to different degrees of permanence into identities,
traits and moods (Chatman 1978, 267). Regarding the significance for a
game, it is entirely a matter of usability or functionality, affecting
equally well settings (or event spaces), objects, tools, NPCs and player
representations. Consequently, in computer games the distinction between
static settings and dynamic characters transforms into a more complex
continuum of combinations, alterations, and middle terms, because the
distribution of static and dynamic game elements doesn't have to mimic
any practices in other modes of expression and communication.
4. Manipulation and articulation
In discussing Jacques Ehrmann's close reading of Huizinga and Caillois
Warren Motte introduces three basic articulations suggested by Ehrmann's
article: the relations of player to player, player to game and game to
world (Motte 1995, 26-27). They can be combined with the most important
types of potentially manipulatable relations in games: the temporal, causal,
spatial and functional ones. The resulting preliminary taxonomical grid
can be seen below (Figure 3).

Figure3. Manipulation and articulation
Let's take the player-to-player dimension first, as it helps to describe
the player's position and positioning in the game. In this register static
relations are those guaranteed to be and remain equal (or unchanging)
between players in and during the game. Static temporal relations indicate
turn-based arrangements whereas dynamic temporal relations refer to action
taken in real time without fixed turns - here time is a resource not shared
or distributed equally among players. Static and dynamic causalities are
somewhat similar to intratextonic and textonic dynamics in cybertext theory
(Aarseth 1997, 62), dynamic causality referring to the player's possibilities
to add new elements triggering novel chains of causality into the game
(e.g. by building characters, objects and rooms in a MUD). Spatial relations
are static if the players can't change the spatiality of the game world
in which case it's only a ready-made playground however complex it might
be in other respects. In contrast, spatial relations among players are
dynamic if the game space can be built or expanded by the players as in
Civilization (7).
The static and dynamic functional relations among players refer to the
functional capabilities of their representations (characters) in and during
the game: they can either acquire new qualities and capabilities in the
course of the game, or not. One should also make a distinction between
functional similarity and dissimilarity of available roles in a game,
as whenever there's a team there is usually also a division of labour.
When discussing the third articulation, the relation of game to world,
it should be remembered this is not an interpretative or referential question
(or if it is then it focuses on the relation between the simulation and
the simulated whatever the latter is interpreted to be). Instead of that
I take it to be operational and pragmatic. Here the category of static
relations implies ready-made relations not to be tampered with. This means
that the game is every way closed or separated from the rest of the world.
There are alternatives to this: causal, spatial, temporal and functional
connections could well exceed the confines of a game (8).
The dynamic dimension could then be understood as containing various violations
of this default separateness of games.
The second articulation between the player and the game concerns first
and foremost the aspect of manipulation or configuring: what relations
can be affected, how deeply, for how long, under what conditions and so
on. Basically, static relations can only be interpreted but dynamic relations
allow manipulation. To continue any further with this, we must study our
four types of relation (spatial, temporal, causal, functional) more closely
and find suitable subcategories in each of them. That will be the focus
of the latter half of this essay.
The static/dynamic opposition could be made more detailed by introducing
the cybertextual concept of user function (Aarseth 1997, 64) that could
easily be applied to our four major types of temporal, causal, spatial
and functional relations. Each one of the latter may potentially be interpreted,
explored, configured, or changed permanently with the constraint that
at least one of these relations must always be configurable. For example:
in Tetris the player can only interpret the space or arena (9),
in adventure games the space exists to be explored; in Civilization
the space can be configured; and in many MUDs you can build permanent
new spaces and objects to be shared with other players. Obviously, there
are totally irrelevant things too, but they may be important to learn
too, as the concealed dividing line between relevance and irrelevance
can be an essential part of the game structure.
5. Relations and properties
Causal relations. Let's say your character is an average U.S.
president in a relatively complex environmental world simulation with
climate changes. Your task is to represent the complexities of this world
in a simple model the presidential puppet can comprehend and act upon,
in a word to reduce them to suit his worldview. To prevent the game turning
into an orgy of continuous annihilation, there's an extra mechanism for
determining what the puppet can and can't do in the game: the central
artificial intelligence responsible for running the president is responsive
to a stock exchange and the second-by-second fluctuations in the market
value of certain lobbying industrial complexes. The point being that in
this pompous age of the Internet we could easily design computer games
in which real-life or real-world parameters further limit the player's
freedom of action.
The underlying question is where to limit or expand the system of causalities
and dependencies; they can be networked to the user space too, that is,
to a complex of home or office or mobile appliances communicating with
each other via Bluetooth. The pokemons on the screen and in your living
room will pretty soon be able to team up and steal your credit card numbers
to order reinforcements. In a little less nightmarish setting, there's
potential for connecting games and toys in a player's PAN (personal area
network).
Spatial relations. The spatial dimension could be studied from
the perspective of abstract animation as a combination of spatial co-ordinates
and durational values of pixels, but that would not be a very useful way
to approach movement within the projected spaces. In any case, and in
addition to on- and off-screen spaces (all six types of the latter, see
Burch 1973,17), it's also important to pay attention to the uses of both
the sonic space (in anticipating visual events, building suspense and
surprise, or preparing the player for the next encounter etc.) and the
user space.
In some games the player may have to decide or try to decide exactly
where some event should take place. In others, that's not possible or
even important: the killing can happen everywhere in the arena, and only
the rate of occurrence counts. There are at least four important factors
affecting the possibilities and constraints of space: positioning, movement
(including its freedom, speed and direction), the so-called point of view
and the access to information. The latter dimension may have to be divided
into interplaying channels, at least one each for audio, visual and textual
information. Spatiality is also a matter of perception; one can only wonder
why the military paradigm of complete clarity and visibility of targets
is so prevalent in computer games. There are countless possibilities for
conditioning the player's perceptions by playing with the sharpness of
focus, lightning, visibility, distance, angle, transition and various
continuity matches common to cinematic and pre-cinematic conventions of
visual representation, in the spirit of Noel Burch's parametric cinema
(see Burch 1973 and Bordwell 1985, 278-279). But for some reason, I can't
blacken my opponent's screen.
Conventions. There are a few curiously infrequently discussed
conventions of spatial representation in computer games. They concern
reliability, subjectivity and normality. Ask yourself why 2D maps should
always be reliable, or first- and third-person POV's compatible, why everything
should be represented objectively to a player who is always assumed to
be in a normal and not altered perceptual state - and why the space or
spatiality in a game is seldom or never self-contradictory. Or why the
player can move a virtual camera but doesn't have to deconstruct or reconstruct
or peel its multi-layered images. Maybe the reason for these peculiarities
is that we are still stuck with defining moving images in terms of pre-digital
cinema and its reality-capturing mythology, and with the idea of the playground
that can't be manipulated on the fly as all the players are supposed to
share it as a neutral field all the time.
Unreliability. In narratives and many other kinds of fiction it
is acceptable and sometimes even preferable that users are misled by being
given wrong instructions. But in games the deliberate frustration of action
seems clearly to be an intolerable option. One might think of unreliable
maps giving false and incorrect information about the location of the
player or of the objects he's seeking - that's something almost every
writer would like to do, and almost every player and game designer to
avoid - the explanation for this difference in taste lies perhaps in the
ergodic (pseudo) physicality of the game. Or in the difference between
two kinds of obstacles or modes: lies and riddles.
Interface. There is also an important connection or at least a
functional similarity between computer games and so-called lower forms
of cinema, especially the genres that cause or arouse physical reactions
in the viewer-spectator, including melodrama (tears), comedy (laughing),
horror (fear) and pornography (sexual excitement). Certain simulations,
especially those loaded with action to be handled with quick reactions
and excellent hand-eye-coordination, often cause physical or physiological
reactions, the control of which is in the best interest of the player.
In this respect computer games are situated in between physical and non-physical
games.
This is also a question of interface as there's no reason why the playing
of a game could not also be physically demanding or even exhausting -
obviously to achieve the latter goal, we'd need paraphernalia very different
from keyboards and joysticks, or the pressure mat of Dance Dance Revolution.
The relation between the player's psychophysical presence and his or her
virtual presence in a game is usually designed to be both control- and
consciousness-oriented (another military paradigm). However, there are
alternatives to this, like Brainscore by Slovenian media artists
Darij Kreuh and Davide Grass, where the users' eye movements and brain
waves direct audiovisual objects and processes. Fully conscious control
is thereby denied, and the performers must stay in a relaxed state of
body and mind in order to direct the presentation successfully. Brainscore
is not a game, but its partly parasympathetic control mechanisms could
be (and perhaps already are) transported into the realm of computer games.
6. Example of Temporal Relations: The Phenomenology of Tetris
Temporality can be studied using the same abstract categories as those
used for narratives in narratology, since the categories are neither narrative
nor game-like in themselves: order, speed, frequency, duration, simultaneity,
and time of the action. These are specifications of both the actions of
the player and the events the player encounters and is perhaps able to
modify in the course of a game (10).
Janet Murray's approach to Tetris (Murray 1997, 143-144) is an
ultimate counterexample to this. She's quite content to interpret this
Soviet game as "a perfect enactment of the over tasked lives of Americans
in the 1990s - of the constant bombardment of tasks that demand our attention
and that we must somehow fit into our overcrowded schedules and clear
off our desks in order to make room for the next onslaught." It would
be equally far beside the point if someone interpreted chess as a perfect
American game because there's a constant struggle between hierarchically
organized white and black communities, genders are not equal, and there's
no health care for the stricken pieces. Of course, there's one crucial
difference: after this kind of analysis you'd have no intellectual future
in the chess-playing community.
Instead of studying the actual game Murray tries to interpret its supposed
content, or better yet, project her favourite content on it; consequently
we don't learn anything of the features that make Tetris a game.
The explanation for this interpretative violence seems to be equally horrid:
the determination to find or forge a story at any cost, as games can't
be games because if they were, they apparently couldn't be studied at
all. In contrast, here's a provisional attempt to apply some key temporal
concepts to Tetris, probably the most successful abstract computer
game ever (Figure 4).

Figure 4. Temporal relations in Tetris
(11)
The dominant temporal relation in (computer) games is the one between
user time (the actions of the player) and event time (the happenings of
the game)(12), whereas
in narratives it's between story time (the time of the events told) and
discourse time (the time of the telling). Despite possible hybrids the
underlying restrictions of temporality remain the same: there's no narrative
without story and discourse times and no game without user and event times
- everything else is optional.
7. The goals and progression of the game
Goals and sub-goals could also be divided into spatial, temporal, causal
and functional ones. At least it's usually easy to choose the dominant
one of these, whether it's the task of traversing the space, completing
something in time, plotting out an enemy, gaining more power and wealth
in the game world, or something completely different. In order to understand
the progression of a game it is important to study the deictic orientation
of the player. Keir Elam's dramatological model divides this into spatial,
temporal, object, person (13)
and action deixis with the further specification between present and
absent entities and processes (Elam 1980, 185-191). It might help us to
see the difference between two game dynamics: the one between present
and absent elements, and the other between present components.
Roger Caillois argued there are four broad types of games, those of agon
(competition), alea (chance), mimicry, and ilynx (vertigo). In all these
categories there's also an inherent division into paidia and ludus, similar
to the distinction between play and game. It's only reasonable to suspect
we can find different combinations of these eight possibilities distributed
among and inscribed into the manipulatable relations of game components.
It's also clear these broad types create different expectations and orientations
in terms of goals, sub-goals and rules, and in the dynamics of ends and
means; for example in ilynx and alea the player is a passive intrigant
(14) whereas in agon and
mimicry she has to be more active.
Not all of these components go or combine easily with the other elements,
which is also the reason to use the concept of the dominant once more.
This goes slightly against Caillois' study that excludes certain combinations
like agon-ilynx and mimicry-alea - on the other hand I'm just arguing
this is only or mainly a question of level and hierarchy. It should be
easy to imagine a scene dominated by competitive orientation containing
embedded elements of chance, role-play and vertigo, especially if the
latter is taken to mean shocking or perceptually challenging action.
8. Conclusion
The old and new game components, their dynamic combination and distribution,
the registers, the necessary manipulation of temporal, causal, spatial
and functional relations and properties not to mention the rules and the
goals and the lack of audience should suffice to set games and the gaming
situation apart from narrative and drama, and to annihilate for good the
discussion of games as stories, narratives or cinema. In this scenario
stories are just uninteresting ornaments or gift-wrappings to games, and
laying any emphasis on studying these kinds of marketing tools is just
a waste of time and energy. It's no wonder gaming mechanisms are suffering
from slow or even lethargic states of development, as they are constantly
and intentionally confused with narrative or dramatic or cinematic mechanisms.
Finally, one could argue that computer games, literature and drama/theatre
are all equally distant from the traditional or non-computer games where
there's something at stake like death or some other irrevocable loss.
I'm thinking about such all time classics as Russian roulette, certain
events, actions and happenings that took place in the Roman arena and
Mesoamerican ball courts, and extreme cases and consequences of serious
gambling. If these are the roots of computer games too, then we may want
to think what to think of possible hybrids of non-computer and computer
games (to come via mobile phones and technologies like Bluetooth or X-10).
And with thinking I actually mean thinking and not various kinds of moral
panic witnessed before with comic books, videos, movies, rap, rock, jazz
and other forms of popular culture.
Acknowledgements
I'd like to thank Gonzalo Frasca for getting me interested in ludology
or game studies, Espen Aarseth for providing heuristic theory to be exploited
and abused, Ragnhild Tronstad for valuable comments and suggestions during
the writing process, and Julianne Chatelain for saving my English from
myself. Needless to say, mistakes are all mine.
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Notes
1. "Curiously", there are no attempts to define games
as narratives in Elliott M. Avedon's and Brian Sutton-Smith's classic
The Study of Games (1971) that contains and compresses a century
of Western game studies. The words and contested concepts like narrative,
story, drama, or theatre do not come up even in its subject index. So
should we believe that suddenly, by the advent of computer games, games
turned into narratives? Maybe something happened in the marketing department
instead.
2. Gonzalo Frasca divides rules into paidia rules defining
how the simulation functions and ludus rules defining the winner or the
outcome of a game (Frasca 2001, 9). The concepts of paidia and ludus were
coined by Roger Caillois in his classic study of games Les jeux et
les hommes (see Caillois 1979).
3. Despite occasional references I'll exclude MUDs from
consideration in what follows. MUDs and MUD adventure games may very well
turn out to contain situations, events and functions too complex to be
fully or adequately conceptualised by the scheme presented here, or perhaps
within any one traditional scheme, be it narrative, performance, or games.
See Tronstad 2001.
4. The distinction between matrixed and non-matrixed
performances is based on Michael Kirby's "The New Theatre". For example:
"The actor functions within subjective or objective person-place matrices.
The musician (…) is non-matrixed. He attempts to be no one other than
himself, nor does he function in a place other than that which physically
contains him and the audience." (Kirby 1982, 326) It should also be clear
that I'm not reducing theatre here to the most boring theatre of words,
as there is a huge continuum and variety of theatre and performance art,
and matrixed and non-matrixed performances, between the two extreme positions
presented in Figure 2. In other words, the "dramatic" is just an extremely
story-oriented form or genre of matrixed performances. Alternatively,
we might perhaps construct another continuum from interpretative (theatre)
to non-interpretative (performance art) and configurative (games) performances.
5. For more detailed description of events one could
apply four cybertextual categories, those of dynamics, determinability,
transience and perspective. This would give us 24 basic types of events.
6. On theatrical and real performatives, and performatives
turning into constatives in MUD adventures and quests see Tronstad 2001.
7. Alternatively, one could state computer games are
usually spatially static in contrast to physical games like soccer and
mobile games, where the players constantly change their (physical and
spatial) positions to each other.
8. These transgressions could be modelled after gambling,
hybrid games, Noah Wardrip-Fruin's The Impermanence Agent, or the
presidential example coming up later in this article.
9. We should make a distinction between the arena or
spatial setting and the operational space it gives to the player. The
former is only interpretable in Tetris while the latter changes throughout
the game.
10. For more detailed specifications see Eskelinen 2001.
There might very well exist other temporal categories worth examining
than the six mentioned here. See for example Eskelinen and Koskimaa 2001.
11. Explanation: dotted line = non-existent relation,
X= non-manipulatable relation, 0 = manipulatable relation. Discourse time
in narratology is similar to event time in ludology. The former could
be seen as a series or a combination of individual event times, either
fixed or semi-fixed as in print or hypertext narratives or variable as
in games. Still, because the time needed to complete a game usually varies
considerably from player to player I prefer to call it event time instead
of discourse time.
12. See Aarseth 1998b, 31-41.
13. Person (and object) deixis could be combined with
Elliott M. Avedon's interaction patterns. See Avedon 1971, 424-425.
14. On intrigants, intrigees and intrigues in adventure
games see Aarseth 1997, 97-128.
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References
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