“The Garden of Forking Paths” by Jorge Luis Borges

       The passage starts off with a brief historical excerpt of World War I, where a planned offensive by the British divisions against the Germans was delayed. A recount of the event, written by Dr. Yu Tsun, then starts abruptly from its third page.

Dr. Yu Tsun, a German spy hidden in London, is forced to escape after the murder of his comrade Viktor Runeberg, by English serviceman Captain Richard Madden. In a mission to relate the information of the British artillery whereabouts to his Chief in Germany, he quickly plans his next move. In this reading, Yu Tsun gives a detailed recount of his journey, or escape, towards a man named Dr. Stephen Albert, with the help of a well-timed train departure and some children. Upon reaching the home of Dr. Albert, Yu Tsun identifies himself as the descendent of Ts’ui Pen, who abandoned his career as a Governor of Yunnan and dedicated the rest of his life to the writing and construction of a novel and labyrinth, “The Garden of Forking Paths”.

      Dr. Albert and Yu Tsun then proceeds to discuss about the controversy of the published novel – deemed as a shapeless, disoriented mass of drafts. However, the two ventures further into the real conception of the novel and the symbolic representation of the labyrinth. Ts’ui Pen’s labyrinth explores the infinite dimensions of time, presenting a network of converging and diverging possibilities, ever-spreading. For example, one can be a friend in one dimension and an enemy in the next. Interestingly, this mirrors the present conflict between Yu Tsun and Dr. Albert. To Yu Tsun, Dr. Albert is a friend because of his help in the restoration of Ts’ui Pen’s garden, but an enemy because he has to be killed in order to convey his message to his Chief. Madden is an enemy because he arrested Yu Tsun, but also a friend because he helps to ensure that both Yu Tsun and Dr. Albert’s names appear in the same newspaper article.

      Overall, The Garden of Forking Paths is rather captivating, though confusing on the first read. It compels its readers to think critically about present day situations and the complexity of time.

“Narrative, Interactivity, Play and Games” by Eric Zimmerman

Review of

Narrative, Interactivity, Play and Games:
Four naughty concepts in need of discipline by Eric Zimmerman

By Joan Li

             This essay by Eric Zimmerman talks about the trend of game developers increasingly utilising the technique of story-telling in the design of their products. The escalating use of “game-stories” and its never ending possibilities has thrown everyone into a whirl of dissatisfaction and frustration, due to the lack of understanding of the medium. Zimmerman approaches the topic by extracting four concepts from the term “game-story” – narrative, interactivity, play and games.

By J. Hillis Miller’s definition, a narrative starts with an initial state, which undergoes several layers of change to results in a final outcome or insight. While this is a very inclusive statement, it is also very true. Our goal should be to discover how something is narrative rather than to draw a distinct line between we think are narratives and what isn’t.

Interactivity is defined by its characteristic two-way communication between two parties, often between the user and his/her device. Zimmerman then points out that this general definition of interactivity can be applied for all sorts of narratives, thus calling for a more specific breaking down of the term. Cognitive, functional, explicit and cultural interactivity are four types of interaction involving varying degrees of user participation.

Zimmerman helps us understand the clear distinction between the terms “play” and “games”, which are often misinterpreted. Play represents the movement and free spaces between the rigid rules of a game. It cannot exist if interaction is completely pre-determined, hence the freedom of decision making and actions within the parameters of the system is crucial when providing play. Games, on the other hand, are these parameters. It is a voluntary activity with a set of rules for players to follow, provides artificial conflict and a quantifiable outcome during end game.

The aim is not to replicate the traditional understanding of games and stories, but to generate new experiences from the concept of a “game-story”. I find Zimmerman’s quest to explore the possibilities in which a game can be narrative in ways that other media can’t, rather meaningful. Personally, I believe that in this ever-growing society, the trend of merging concepts and ideas (in this case, games and stories) is inevitable. Instead of being frustrated with its limitations, sophistication or the lack thereof, we should channel our energy into discovering the possibilities of the newly emerged concept, and the new experiences it can provide.