{"id":72,"date":"2005-11-10T14:22:14","date_gmt":"2005-11-10T22:22:14","guid":{"rendered":"http:\/\/northgare.net\/blah\/?p=72"},"modified":"2018-07-16T17:09:50","modified_gmt":"2018-07-17T00:09:50","slug":"about_xiii_and_","status":"publish","type":"post","link":"http:\/\/northgare.net\/blog\/2005\/11\/about_xiii_and_\/","title":{"rendered":"About XIII and about twenty"},"content":{"rendered":"<p>In another life, I did some structural analysis of stories. For the sake of practicality, some were as simple as Grimms&#8217; Fairy Tales (various publications insist that they&#8217;re &#8220;Grimm&#8217;s Fairy Tales&#8221;, but, dammit, there were two of them). For the sake of seeing how scalable my analysis was, I also applied the same ideas to [the screenplay of] <a href=\"http:\/\/www.imdb.com\/title\/tt0114814\/\">The Usual Suspects<\/a>, which appeared to me at the time to be as complex and multi-layered a narrative as I could think of \u2014 and, incidentally, a favourite film.<\/p>\n<p>Something I discovered which took me entirely aback, was that my deconstruction of both into &#8216;scenes&#8217; \u2014 a term which I didn&#8217;t really attempt to nail down then and won&#8217;t now, beyond saying that it was a know-it-when-you-see-it chunking of the plot into significant segments \u2014 resulted in more or less the same number. I&#8217;d collapsed the simple fairy tales and the neo-noir complexity of The Usual Suspects into about twenty scenes each. I never did follow this obervation to any sort of conclusion. Perhaps the about-twenty-ness of the stories was in fact something particular to me \u2014 a sort of threshold of story complexity beyond which I wasn&#8217;t prepared to go, so I was squishing anything I looked at into twenty or so pieces. I didn&#8217;t buy that at the time, though, and I still don&#8217;t. I think I&#8217;d expected the fairy tales to be structurally simpler than twenty, and certainly had expected The Usual Suspects to be stucturally more involved than twenty. If the twenty-ness in the stories was in me, rather than in them, it would have to be buried awfully deep and instinctual, like the well-defined size of any one person&#8217;s short term memory, typically held to be seven items or so.<\/p>\n<p>So I&#8217;m playing <a href=\"http:\/\/www.whoisxiii.com\/\">XIII<\/a>, and it&#8217;s fine. The cel-shading presentation is a gimmick that disappears from the player&#8217;s awareness pretty quickly, but the levels are very thoughtfully designed, the disposable henchmen are quite a bit more intelligent than in most games, and the difficulty is pitched high enough to confer feelings of both reality of the world and genuine achievement in working through it.<\/p>\n<p>And I&#8217;m doing what it&#8217;s hard not to do when in a game of this sort, which is to estimate, based on the trajectory of the plot so far, how much is left. And I can&#8217;t help thinking about &#8216;about twenty&#8217;, and using that as a rough guide, because I realise that it&#8217;s a number which keeps cropping up in games of this sort too \u2014 linear, strongly-plotted games with discrete scenes\/levels. Because the scene\/level chunking is determined by the game designers, to the extent that such scenes\/levels typically have chapter-like names, it&#8217;s not something that I&#8217;m imposing, so it would argue for some generality of the &#8216;about twenty-ness&#8217; of stories. The first three Tomb Raider games (at which they reached a peak of popularity) have, respectively, 15, 18 and 19 scenes\/levels, as if approaching 20 asymptotically. Half-Life has 17 scenes\/levels. The Ratchet and Clank games have 19, 19 and 21 scenes\/levels.<\/p>\n<p>This occurs way beyond games, too, back in structural narratology. Joseph Campbell&#8217;s account of the culturally-independent &#8216;<a href=\"http:\/\/en.wikipedia.org\/wiki\/Monomyth\">monomyth<\/a>&#8216;, famously the template for Star Wars, has 17 segments. <a href=\"http:\/\/en.wikipedia.org\/wiki\/Vladimir_Propp\">Vladimir Propp<\/a>&#8216;s morphological analysis of a whole corpus of Russian folk tales has 31 linearly-occurring narrative units, but they represent a super-set, from which actual stories take only some proportion, which often is about twenty. Conversely, Umberto Eco&#8217;s structural template of &#8216;moves&#8217; in the James Bond novels (in <a href=\"http:\/\/www.amazon.com\/gp\/product\/025320318X\/\">The Role of the Reader<\/a>) has only nine elements, but this typically becomes expanded in the novels themselves, with some moves repeated and re-ordered; his analysis of Diamonds are Forever consists of 17 moves.<\/p>\n<p>I don&#8217;t know what to make of this, but I think it&#8217;s real, and I don&#8217;t think it&#8217;s just me.<\/p>\n<p>Oh, and incidentally, XIII is the code-name of the game&#8217;s protagonist, who seems to have been involved in the assassination of the US president, which itself is part of a nefarious plan by white supremacists to take over the world. He&#8217;s the thirteenth of the coordinating group of bad-guys \u2014 or maybe he turns out not to be? \u2014 of whom there are twenty. Except, as we find out, perhaps one or two of the twenty aren&#8217;t bad guys after all, leaving only: &#8216;about twenty&#8217;.<\/p>\n<p>[<b>Update<\/b>: XIII turns out to be trickier than most games to divide into scenes. Some single-location levels are quite self-contained and short, whereas other single-location levels are much longer and broken up into sub-levels, and some levels bleed very smoothly together. The sub-level breaks aren&#8217;t narrative based; they&#8217;re an expedient to allow game-saving. For what it&#8217;s worth, my breakdown of the game into narrative scenes results in a count of seventeen.]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In another life, I did some structural analysis of stories. For the sake of practicality, some were as simple as Grimms&#8217; Fairy Tales (various publications insist that they&#8217;re &#8220;Grimm&#8217;s Fairy Tales&#8221;, but, dammit, there were two of them). For the sake of seeing how scalable my analysis was, I also applied the same ideas to &#8230; <\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[23,34,19],"tags":[],"class_list":["post-72","post","type-post","status-publish","format-standard","hentry","category-code","category-games","category-narrative"],"_links":{"self":[{"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/posts\/72","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/comments?post=72"}],"version-history":[{"count":3,"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/posts\/72\/revisions"}],"predecessor-version":[{"id":800,"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/posts\/72\/revisions\/800"}],"wp:attachment":[{"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/media?parent=72"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/categories?post=72"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/northgare.net\/blog\/wp-json\/wp\/v2\/tags?post=72"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}