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From Family Photo Albums to Storytelling Modules:
Narrativity in Computer Games Exemplified by The Sims Franchise
Table of Contents
1. Introduction .............................................................................................................. 1
2. Narrativity in Computer Games ............................................................................... 2
2.1 To Be or Not To Be: Are Games Stories? ......................................................... 2
2.2 Conceptions of Video Games and Interactivity ................................................. 5
3. Narrativity in The Sims Franchise ............................................................................ 9
3.1 Narrative Traits in the Game ............................................................................ 10
3.2 The Crumplebottom Legacy: Mini-Narratives in The Sims ............................. 16
4. Conclusion ............................................................................................................. 20
Works Cited ............................................................................................................... 23
Note on Plagiarism attached
Table of Figures
Fig. 1: Need bars in The Sims 2. ................................................................................ 11
Fig. 2: Different neighbourhoods in The Sims 2. ....................................................... 13
Fig. 3: Story-modules in The Sims and The Sims 2. .................................................. 15
Fig. 4: A Sim being attacked by Mrs Crumplebottom in The Sims 2. ....................... 19
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1. Introduction
“Players … can give characters unique identities, even their own”
(Moltenbrey 28) – what sounds like a feature from a contemporary online video
game in fact refers to a computer game that is 15 years old: The Sims. The game is
part of a computer game franchise with four main titles and many additional mini-
games adding up to the gaming experience of every respective title.1 With more than
175 million copies sold globally, the game is one of the best-selling titles in the
history of video gaming (Sapieha). An interesting development, especially with
regard to the content of the game, which is nothing new to anyone and thus rather
bland: it is a game about life. The game has a “unique style that requires players to
create their own Sim families … and then place the characters in various situations
and settings” (Moltenbrey 28). The player fulfils the basic needs of the Sims, which
are very similar to that of humans: they get hungry, need sleep or need to use the
toilet. He also builds their houses, organises meetings with neighbours and helps
friendships and relationships to bloom to the point where the Sims build their own
family trees by having partners, children, in-laws et cetera. 2 The game provides
many options to customise the playing experience, for instance by the feature
aforementioned to make the Sims look like real-life individuals.
Although having a rather ordinary content, The Sims franchise manages to
spark the imagination of its users in an unprecedented way. Players upload their self-
made Sims, houses and neighbourhoods into the Internet and make them accessible
for other users. Apart from this customer-generated content, another very popular
feature is that of uploading stories conducted in the game – an assembly of in-game
screenshots with short texts that make up a coherent narrative in the end.
However, The Sims being a video game and not a traditional narrative
medium such as literature or motion picture raises the question whether a game can
possess narrative traits when its handling is obviously different to that of traditional
media. In fact, “[t]o be a gamer is to take on a slightly different persona than to be a
reader or a viewer,” as McKenzie Wark notes: they do not follow the rules of
1 During the course of the paper, the terms “video game” and “computer game” will be used synonymously. However, it should nevertheless be noted that video games normally describe games that can be played on other devices than the computer as well, such as consoles or handhelds. 2 In order to pursue an easier readability, this paper only refers to users and players of video games as male individuals. Nevertheless, this refers to female individuals alike.
2
grammar, but instead follow the rules of an algorithm, a “finite set of instructions for
accomplishing some task which transforms an initial starting condition into a
recognizable end condition” (ibid.). Thus instead of interpreting narratological
features such as character constellations and stylistic devices, the gamer needs to
interpret the algorithm of a game (ibid.). Also, while a novel or a motion picture
stays the same in its content every time it is read or watched, a game can be different
each time it is played. In the humanities there is an on-going debate whether a
computer game can or cannot be treated in the same way as traditional narrative
media, known as the debate between ludology and narratology. While ludologists
deny video games as stories, narratologists argument in favour for this notion. In
terms of The Sims franchise, however, there are strong indications that this particular
video game can in fact be treated like a narrative beyond the realms of literature.
This paper will therefore draw on the arguments of the debate between
ludology and narratology and summarise the differences and similarities between
video games and traditional media, meaning literature and film. After an explanation
of the algorithm in video games as the equivalent to grammar in literature, the main
distinguishing feature of video games will be analysed: interactivity. This awareness
of conceptional differences of video games to literature and film shall help to apply
the individual traits of video games to narratology. The paper then concludes with an
analysis of The Sims franchise and the narrative traits embedded into the game,
illuminating why it can be seen as a narrative.
2. Narrativity in Computer Games
2.1 To Be or Not To Be: Are Games Stories?
The status of computer games in the humanities is hotly debated when it
comes to their belonging to a particular discipline. As a form of hypertext – a text
“which does not form a single sequence and which may be read in various orders”
(OED) – one could deduce that they can be seen from a narratological point of view.
However, scholars have argued that narrative theory is not sufficient to deal with the
medium, going so far as to try to establish a new discipline within the social sciences
called ‘ludology’ or ‘game studies’ (Simons). The discipline is occupied with the
3
study of games in general and video games in particular, thereby negating “the
common assumption that video games should be viewed as extensions of narrative
… [because] they are not held together by a narrative structure (Frasca 222). An
argument in favour of a ludologist perception of computer games is that narratives
are usually fixed stories with no possibility to modify them whereas video games are
different every time they are played (Frasca 227). Also, the fact that they are played,
that a user navigates through them is quite different to traditional narratives such as
novels or films: “The gamer becomes part of a cybernetic loop, engaged with the
game character not just emotionally, but also representationally (the player is figured
in the fictional world) and propriosceptively (the player controls this figure through
physical input)” (Ciccoricco 243). Of course someone reading a book also engages
physically with it by leafing through the pages. The difference, however, is that the
reader is not represented as a character in the story he is reading. Also, characters in
computer games are different from characters in a novel as they are displayed
visually and thus “always already more than a ‘mental construct’ because, like a
character in film, we can see them on screen” (Ciccoricco 244). The ludologist
Marrku Eskelinen names another reason why games cannot be studied
narratologically, as a narrative would involve “the presence of narrators and
narratees” (Eskelinen qtd. in Ryan, Avatars 185) while a computer game does not.
The other side of the trenches of the so-called “ludology vs. narratology”
debate is occupied with narratologists claiming that computer games are “mostly
cribbed from some other media – from novels, films, or television. Games mostly
just recycle, or ‘remediate’ bits of representation from other media” (Wark 129).
Upon the claim that there is no narrator and narratee present in games, they would
answer, “narration occurs when signs are arranged in such a way as to inspire the
mental construction of a story, and it does not necessarily imply a narratorial speech
act” (Ryan, Avatars 185). In order to fulfil the conditions of narrativity, a medium
must “consists of a world (setting) situated in time, populated by individuals
(characters), who participate in actions and happenings (events, plot) and undergo
change” (Ryan, “Beyond”). A fictional world depicted in a computer game that
progresses over the course of time and is inhabited by intelligent avatars would
perfectly fulfil these conditions from a narratologist point of view (Ryan, Avatars
200). Narrativity is thus “not coextensive with literature nor the novel” (Ryan,
“Beyond”). The ludologist assumption of a narrative being a fixed story is invalid
4
when taking into account the flexibility of oral storytelling: oral accounts of the same
story are usually never exactly the same. Computer games can also be different every
time they are played, maybe because the player is improving his skills or because
chances are distributed differently upon starting the game. Whatever the case, the
outputs can be as variable as an urban legend told orally for several times.
Forms of hypertext including video games are indisputably different from
traditional media, such as novels or films. They include an ergodic dimension as they
are based on interactivity, meaning that the game reacts when input from the user
occurs and vice versa (ibid.). In Tetris, for instance, the player is confronted with an
infinite series of blocks with different forms falling from the top of the screen. His
task is to bring these blocks in the correct order to fill all the gaps. If he is successful,
the blocks disappear. If he is not, they keep on falling and force him to bring them in
order even further.
However, these differences in the way a story is presented and shown on,
for instance, a computer screen “does not mean that the stories themselves are
radically different from traditional narrative patterns” (ibid.). Video games can very
much carry traits of narrativity “such as individuated characters, concrete setting and
naturalizable goals and actions” (ibid.) with the aim to lure the user into the game-
world. Thus “[n]arrativity performs an instrumental rather than a strictly aesthetic
function” (ibid.). Once the player is involved in the game, the narrative seducing him
to play may vanish into the background (ibid.). An example for a game attempting to
include these components into its hypertext is the adventure game Tomb Raider: Lara
Croft, an attractive and sharp-tongues English aristocrat and professional
archaeologists, goes on several trips around the world to discover long-lost artefacts
to save them from raiders that are only craving the profit the artefacts generate. With
Lara Croft, the game contains an engaging character in the form of an attractive and
witty young woman, a female version of Indiana Jones. Also, it includes a concrete
setting with the game taking place in a cave in the Peruvian Andes. Last it contains
both goals and actions: The action is set off by Lara being requested by a wealthy
businesswoman to go on an expedition to discover an artefact from a tomb located in
the mountains of the Andes. The player’s goal, then, is to discover said artefact. In
conclusion “we can accept that coherent world games aspire to be successful if not in
the same way as a literary work then at least by some of the same means, such as, in
5
this case, an emotionally engaging character” (Ciccoricco 243). Only the means for
incorporating them can differ fundamentally from traditional media as they fulfil
more of an instrumental instead of an aesthetic function while traditional media
usually concentrate on the latter.
Narrative traits cannot be found in each and every video game, though.
Considering the example of Tetris again, it is arguably hard to find a narrative
pattern in such kind of game as it “must involve actions whose purpose is not just
winning or losing but fulfilling a concrete goal” (Ryan, Avatars 193). If this
condition is granted, a game inspires to be told to others – and “[t]he greater our urge
to tell stories about games, the stronger the suggestion that we experienced the game
narratively” (ibid.) since every story relies on the ability to be told to someone. It
would be easier for a player to recount his gaming sessions of Tomb Raider in
comparison to the times in which he played Tetris. So another condition for a game
to be considered as narratively designed is that “each of its individual runs produces
images of a world that undergoes change as the result of events” (Ryan, Avatars
189). In Tomb Raider, for instance, the player solves several puzzles that open up
different paths – some of them leading to the final artefacts more or less directly,
while others lead him back to the start of the game. Thus “games may not be stories,
but they can be machines for generating stories” (ibid.).
Although video games are capable of having narrative traits, their
interactive nature sets them apart from traditional forms of narratives, such as
literature. Thus the underlying concepts of these media are fundamentally different.
Nevertheless, video game architecture allows the application of narratological
methods onto them. In the following chapter, the conception of video games will be
explored before an exemplary video game will be thoroughly analysed
narratologically in chapter 3 of this paper.
2.2 Conceptions of Video Games and Interactivity
Although it is sometimes stated that “images and stories that populate
games are mostly cribbed from some other media – from novels, films, or television”
(Wark 129), the debate between ludologists and narratologists shows that
remediation is in fact not “a defining characteristic of the new digital media” (Bolter
and Grusin 45) although often stated otherwise. Video games work differently than
6
literature or motion pictures because they underlie a different grammar, namely an
algorithm, and have the very distinct feature of being interactively designed. This
chapter will therefore shortly elaborate on the algorithm as an underlying structure of
video games and then move on to explore different dimensions of interactivity used
in the medium.
Just like literature, video games consist of a grammar structuring the way
they work. However, in this case the terminology is different. Instead of grammar, a
video game is made of an algorithm consisting of four key elements: representation,
responses, rules and randomness (Wolf and Perron 16). Representation means the
graphics, sound and gameplay the game presents (ibid.). Combing back to the
previous examples of Tomb Raider, this would mean that the graphics are three-
dimensional; the sound consists of both non-diegetic elements such as background
music as well as diegetic sounds such as shots fired out of a rifle. The gameplay
would be the user being in charge of controlling and moving Lara Croft through the
virtual world in order to achieve certain goals, such as finding the lost artefact. The
responses of the game describe both actions and interactions (ibid.). In Tomb Raider,
the user lets Lara interact with her surrounding: She pushes buttons to open doors, or
has to swim, jump and climb to overcome obstacles on her way to the lost artefact.
The action lies – to use narratological terms – on the discourse level of the video
game. Tomb Raider starts off with Lara standing in front of a massive cave in the
Peruvian Andes. When she enters the cave, a short video clip shows rocks falling
down from the ceiling, blocking the way back out. In front of her, a group of wolves
shows up. With no possibility to escape, the user has to interact against the action
and lets Lara fight the wolves. The next element, the rules of the game, consists of
“limitations imposed upon and determining the game’s activities and representations,
which regulate responses and gameplay” (ibid.). Lara not fighting the wolves, for
instance, would result in her being killed – game over. Due to the rules imposed on
the game, she is designed to be a virtual representation of a human being and thus is
vulnerable and mortal. The last element of the algorithm is randomness, meaning
unpredictable elements keeping the game from being the same each time it is played
(ibid.). As stated above, Tomb Raider contains a lot of puzzles the user has to solve.
Some of them can only be solved one way, while various combinations can solve
others. This latter kind of puzzle, however, brings with it various paths for the game
to progress: Depending on the kind of variation the user used to solve the puzzle, the
7
subsequent ways to the artefact are either longer and harder, or he finds a shortcut if
he is lucky, or Lara dies if he is unfortunate.
These four elements of the algorithm have one thing in common: they
mandate choice from the player. “Every interactive application must give its user a
reasonable amount of choice. No choice, no interactivity” (Crawford qtd. in Ryan,
Avatars 99). Interactivity is the kernel of the differences between video games and
traditional narratives such as literature or films. It describes “the computer’s ability
to take in voluntary, or involuntary user input and to adjust its behavior accordingly”
(Ryan, Avatars 98). The relationship between the player and the video game is thus
reciprocal and open to change, with both parties able to change their conduct as a
result of a feedback loop, whereas the story of a novel would stay the same, whether
it is read on a beach, at home or at work. Nevertheless, an interactive narrative still
“involves the same building blocks as the traditional brand: time, space, characters,
and events. But these elements will acquire new features and display new behaviors
in interactive environments” (Ryan, Avatars 100).
Interactivity can vary both in intensity and in narrative potential. Marie-
Laure Ryan has developed the concept of the “Interactive Onion” to visualise the
different levels of interactivity: The skin of the onion consists of the so-called
peripheral level, namely the interactive interface (Ryan, “Interactive” 37). This
simply means that a game is designed to be interactive.
The second level is interactivity affecting the narrative, meaning that
although the game is predetermined in its (various) options due to a fixed algorithm,
the interactive nature allows a highly variable representation of the game (Ryan,
“Interactive” 40). Narratologically speaking, the interactivity operates on the level of
narrative discourse and not on story level (ibid.).
The next higher degree of interactivity is the level of creating, meaning the
user being a member of the story world (Ryan, “Interactive” 44). Nevertheless, “the
system remains in firm control of the narrative trajectory”(Ryan, “Interactive” 44).
This would apply if for instance in Tomb Raider, puzzles could only be solved by
one possible combination, giving the user no choice to pursue a different path.
The fourth level of interactivity is real-time story generation. In contrast to
the level of creating, “stories are not predetermined but rather generated” (Ryan,
“Interactive” 48). This means that every run of the game should result in a different
8
story (ibid.). The way these stories are created can be twofold: top-down reflecting
the perspective of the author, or bottom-down, reflecting the perspective of the
characters (Ryan, “Interactive” 49). In contrast to lower degrees of interactivity, the
real-time story generation consists of a much larger number of rules: a set of
prerequisites that specify the condition of the game world; rules for the action that
happens in the story world; and the consequences following the actions that inflict
change upon the story world and its characters (Ryan, “Interactive” 50). For these
rules to be applied, the story must follow a chronological order and thus “reflect the
temporal experience of the characters. It would be, in a full sense, a forward-looking
simulation of life” (ibid.). Games of these forms contain a cognitive structure, very
much like a plot diagram also valid for interactive narratives “or to be more precise,
for the output of each of the individual runs of their underlying program” (Ryan,
Avatars 102). In chapter 3 of this paper, the computer games The Sims will be used
as an example of this level of interactivity, which is why there will be no further
explanation of the concept right here.
Meta-interactivity is the highest level of interactivity that can be achieved.
On this level, the player is not only consuming the game from an outward
perspective, but is also acting as a designer of the game itself by making changes to
the game world (Ryan, “Interactive” 59). Tomb Raider, for instance, comes with an
application in which the user can design his own levels, thus immersing himself “in a
story world and writ[ing] the code that brings this world to life” (ibid.).
The top-down or bottom-up conception on the level of interactive real-time
story generation marks a difference between two dichotomies marking a difference
in the way interactivity is executed: internally or externally and exploratory or
ontologically (Ryan, Avatars 108). Internal interactivity positions the user into the
story world as a vital member of it by means of an avatar (ibid.). In a game using the
external mode of interactivity, the user is placed outside the virtual world and
functions as a god (ibid.). The latter corresponds to a top-down algorithm while the
first is equivalent to a bottom-up design. Exploratory interactivity refers to the user
solely navigating through the game with no impact on the storyline’s progress (ibid.).
An ontological design, however, leaves it up to the user to decide which forking path
to take in the virtual world; determining which possible worlds develops has direct
influence on the story that unfolds with it (ibid.). These variations position the
9
narrative components of a video game – time, space, characters and events –
differently, for instance with the user being able to be either member a character of
the virtual world or its god looking at it from the outside, like an author. The
distinction will be further elaborated in chapter 3 with an analysis of The Sims within
these dichotomies.
A last distinguishing factor is the sort of game in terms of genre in a broader
sense: ludus or paidia. On the one hand, ludus stands for a rule-based game with a
variable outcome that results either in winning or losing; the player invests efforts to
influence this outcome for his purposes, as they value winning more than losing
(Ryan, Avatars 198). Paidia on the other hand stands for a free play without
computable outcome, representing all games that are played “for the sake of an
imaginative experience” (ibid.). The paidia sort of game is full of mini-narratives that
do not necessarily have something to do with the underlying aim of the game. Its
users are more interested in “the legends that explain landscape features, the gossips
of nonplaying characters about people and places, the knowledge of the natives that
will lead them into new territories” (Ryan, Avatars 199). The Sims is a prime
example of such a game, as the following chapter is going to show.
What is the connection between narrativity and interactivity, then? In fact,
interactivity requires “a system of choices involv[ing] a nonlinear or multilinear
branching structure” (Ryan, Avatars 99) while narrativity “presupposes the linearity
and unidirectionality of time, logic, and causality … Narrative meaning, moreover, is
the product of the top-down planning of a storyteller or designer, while interactivity
requires a bottom-up input from the user” (ibid.). The following chapter will analyse
the computer game The Sims in depth to show that narrativity and interactivity do not
exclude themselves and that an interactive medium such as this computer game can
absolutely bear traits of narrativity.
3. Narrativity in The Sims Franchise
Little did Maxis’ chief creator Will Wright suspect when the company
issued the computer game The Sims. Today it has become one of the best-selling
computer game franchises in the history of the medium, having sold more than 175
million copies globally (Sapieha). The franchise has produced four major The Sims
10
games until today and many more add-ons providing supplementary material for
playing. But what kind of game is The Sims and why is it interesting to analyse it
from a narratological point of view? This question is going to be answered in the
upcoming chapters.
3.1 Narrative Traits in the Game
The Sims is a life simulation game in the best sense of the term: The player
is thrown into a virtual suburb, inhabited by the Sims. He creates characters, builds
houses for them and guides them through life by fulfilling their needs, finding a job,
building up skills and finding friends. The Sims can build a family tree and can thus
not only have partners, but also have children, become grandparents, siblings,
cousins and even pet owners. Thematically, the game is “patterned after TV soap
operas [and] played on a PC, and it is designed for lengthy playing sessions that
create never-ending stories” (Ryan, “Interactive” 55). All this forms the
representation of the game. The responses the game computes become clear once
interactivity from the player becomes involved: “The principal mode of interaction is
the selection of items from a menu” (ibid.), meaning that if the player clicks on an
item such as a computer in the Sims’ house, he can choose from letting the Sim
search a job, browsing the Internet, or playing an older version of The Sims –
bringing a sense of intertextuality into the game. On the level of responses, the
algorithm of the game thus “operates from a strictly bottom-along perspective. When
the user selects an action, the system computes its consequences and updates the
current state of the game world, opening up a new set of possible actions.” (ibid.).
When it comes to the rules of The Sims, it is important to note that simulations tend
to behave differently than other games: They can accept the rules, but also
manipulate, reject and contest them (Frasca 229). In contrast to Tomb Raider, for
instance, the Sims can drown in a swimming pool if the player does not order them
out quickly enough, but other Sims can nevertheless bargain with the Grim Reaper
that shows up to take the Sim with him – and fight death if the pay is high enough.
The element of randomness is thrown into The Sims in various ways, for instance
while stargazing: The Sims can lie outside and stargaze with their bare eyes.
However, there is a five per cent chance they get hit by a satellite and die. Also, they
can choose to stargaze through a telescope with a twenty per cent chance to be
11
kidnapped by aliens, which has serious consequences for male Sims, as they return
pregnant with a green-skinned alien baby.
So “[u]nlike what would happen in storytelling, the sequence of events in a
simulation is never fixed. You can play it dozens of times and things would be
different” (Frasca 227). This is what makes these games both external and
ontological when it comes to the execution of interactivity: the user plays god in a
virtual world,
[h]olding the strings of the entities that populate this world, and sometimes selecting these entities … [the gamer] specifies their properties, makes decisions for them, throws obstacles in their way, alters the environment, launches transforming processes, and creates events that affect the global evolution of the virtual world. (Ryan, Avatars 113-14)
In other words, the Sims’ destiny lies in the hand of the user with two theological
options: he can either turn on the ‘free will’ mode, leading to the Sims leading their
own lives with the player just watching; or he can turn the ‘free will’ off and order
the Sims around (Wark 131). This brings the top-down perspective into the game,
which can exist parallel to the bottom-along mode: The player is a god, the lives of
the Sims lie in his hands and he has the power to order them around, with the result
to either make them happy or have them gesturing wildly at him, “as if cursing his
God” (ibid.). Evolution is an important key word when it comes to the game design
of The Sims: the game takes place in time, thus the gamer must learn to act within
this time span (Ryan, Avatars 115). There is a clock running in The Sims, but much
faster than the clock in real life. Here we can find a first parallel between narratology
and the game: “The difference between these two times parallels the standard
narratological distinction between ‘time of the narrated’ and ‘time of the narration’”
(ibid.).
Fig. 1: Need bars in The Sims 2.
12
Playing any version of The Sims, it should be the player’s top priority to
fulfil their basic needs in order for the Sims to survive. These needs consist of eight
bars that need to be filled constantly, as can be seen in figure 1. By simply fulfilling
these needs, there is no obvious discourse to be found in the game, as it would only
consist of very basic operations such as sending the Sims to bed to fulfil their need
for energy. However, when constructing a Sim, the player cannot only choose
gender, age, hairstyle and colour and clothes, but also a number of internal variables
that “determine potential … to a genetic view of intrinsic nature” (Wark 132): From
the second part of franchise on, the Sims can have memories, wishes, fears and
individual life goals called aspirations that influence the development of each
individual Sim, for instance by prolonging his life with the number of positive
memories the Sim gains. They can even have a star sign that decides for instance
whether they are outgoing or introvert, neat or untidy. These individual traits of each
Sim “spice up the biographies of their characters with stories of love, hate, betrayal
and jealousy – the proper stuff of soap operas” (Ryan, “Interactive” 57). For
instance, an introvert Sim would require much less social interaction than an
interactive one and a Sim with a romantic aspiration would be frightened of marriage
in order not to sacrifice the possibility of numerous romantic adventures he craves.
Here, another parallel to narratology can be found concerning the concept of
characters. Roland Barthes describes a character “as a code of traits, which may or
may not be stated explicitly in a text, that provide the material by which the reader
constructs a characterization” (Barthes qtd. in Ciccoricco 241). In The Sims, the
characters, or Sims, are constructed with the same pattern: The player sets a code of
traits for them, such as life goals and a star sign, with an agenda in mind: does he
want a Sim that is craving for romantic adventures in his life? Or a more family-
oriented one? Depending on the chosen aspiration, the Sims differ in their wishes and
fears as well as in their respective life goals. This “definition of characters’ roles
corresponds to the authoring part of interactive storytelling. The story genre
prescribes the relations between the actors” (Charles et al. 105). The player takes the
role of a narrator when gathering the personality traits of the Sims and they perform
the role that was assigned to them (Charles et al. 104). Shawn Thomson even goes as
far as to compare it to a ‘proper’ narrative, namely F. Scott Fitzgerald’s The Great
Gatsby: “The flappers, performers, and merrymakers of Gatsby’s party seemingly
13
come out of a character generator similar to that at work in The Sims. They are given
short bios and quirky personalities” (6).
The generic notion of soap opera comes into play when bringing various
individual Sims together as “[t]he basis for story generation rests with the interaction
between the various characters’ plans” (Charles et al. 108): Sims can meet one
another in various places, be it their individual houses or communal areas in the
suburb they live in, such as parks, restaurants or museums. Also they have a basic
need for social interaction and if they follow aspirations such as romance or building
up a family, they inevitably wish to meet and engage with others. Thus they
necessarily use the same resources, “whether these are objects of narrative
significance or other actors. In other words, the basis for their interaction at plan
level consists in them competing for resources of action” (ibid.). In consequence,
soap opera-ish operations such as relationships with more than one person, betrayal
and envy are not unknown to the characters within The Sims franchise. The game
fulfilling strong generic conventions adds up to its narrative properties.
Fig. 2: Different neighbourhoods in The Sims 2.
The gamer not only has an authoring power over the characters inhabiting
The Sims, but also on the setting of the game. The Sims brings with it a strongly
meta-interactive option, namely that of manipulating the story world. Apart from
playing the Sims through their lives, the player has the option to either choose a
14
neighbourhood to play in or build his own from scratch, ranging from a macrocosmic
level at which he designs the neighbourhood, choosing whether he prefers a lush
forest or a desert with a UFO crash site, to the microcosmic level where he builds
and furnishes houses for the Sims to live in as well as parks, museums and other
communal areas. This way, the players “immerse themselves in a storyworld [sic]
and write the code that brings this world to life” (Ryan, “Interactivity” 59). For
Thomson, the player concerning himself with building and decorating parallels The
Great Gatsby once more as Gatsby’s home, West Egg, “offers all his dreams in one
immense down payment. He becomes totally invested in his home, his furnishings,
his car, and his clothes” (1). In fact, the meta-interactive level of The Sims with its
house-building module does bear a trait of The Great Gatsby as the more expensive
the furniture is, the more effectively it fulfils the Sims’ needs: a valuable bed takes
up only half the time of a regular one to fill the bar for energy. Also it displays the
Sims’ wealth, thus “creat[ing] a personal identity through commodities that fill and
decorate the house” (Thomson 2). These manifold possibilities to engage with the
game not only on the level of leading the Sims through their lives makes the game
“not [necessarily] follow a scripted narrative path, but [the possibilities] do present a
global design that gives a general purpose to the actions of the user” (Ryan, Avatars
114): he can either choose whether he wants his Sims to be successful in their lives
by fulfilling as much of their wishes as possible and by providing for them, or he can
choose to totally mislead them, depending on the story he wants to tell in the game.
Although there is no fixed goal in The Sims franchise in contrast to
teleologically constructed narratives, there is one particular feature that nevertheless
has a very strong narrative trait in it: the story-module. From the first part of The
Sims franchise on, it is possible to take screenshots of the game world and furnish
them with texts thanks to the story-module in the game. Originally intended simply
to allow “players to take snapshots of particular moments in their [Sims’] lives”
(Frasca, “The Sims”), the module evolved into a “feature to craft stories starring [the
players’] Sims. Suddenly, the family album became a comic book” (ibid.). With the
development from The Sims to The Sims 2, further options were added to the module
in correspondence to this evolution. For instance, the player can now alter the
sequence of his screenshots according to his likes, whereas in The Sims he has to
15
stick to a fixed sequence of events – or, in narratological terms, to a story instead of a
plot.
Fig. 3: Story-modules in The Sims and The Sims 2.
The Sims 2 story module offers the player the possibility to build leaps in time into
his story as well as such strategies as flashbacks or flash-forwards. With The Sims 3
comes the possibility for players to upload their stories into an online community
where they can share their stories with a proper readership. While the narrative
elements of The Sims franchise aforementioned are more or less scattered without
having a larger narrative frame, the story-module is a strong and thoroughly
narratological element in the game that adds one possible goal to playing The Sims:
namely that of telling a story, being an author.
As the player of The Sims leads his Sims through life with various goals to
choose from, the mechanics of storytelling and gaming are “integrated,
interdependent, and ultimately inseparable when it comes to understanding how and
why we play them” (Ciccoricco 233): The game is played both for the sake of
creating and telling the story of the Sims’ lives and in order to cope with every
random event that comes with it along the way. In contrast to narratives, it may not
be built teleologically. However, “in life as in stories, people must learn to deal with
the accidents of fate, and this is why The Sims is both a believable simulation of life
and a powerful story-generating system” (Ryan, “Interactive” 56). The developers of
The Sims franchise are fully aware of its narrative potential and actively use it by
including small narratives into the franchise. The next chapter takes a closer look at
these narratives and their relation to traditional media in narratology, mainly
literature.
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3.2 The Crumplebottom Legacy: Mini-Narratives in The Sims
The Sims franchise is a prime example for a game in the style of paidia: In
chapter 2.2 of this paper, the distinction between games following the rules of either
ludus or paidia was established, with ludus games being about winning or losing in
the end and paidia games as a form of free play without a particular outcome. The
aim of this latter form of gaming is to play in order to come into contact with a
creative experience (Ryan, Avatars 199). Another feature of paidia games is that they
contain mini-narratives that do not necessarily correspond to the overall aim of the
respective game (ibid.). With its possibilities to design both the setting and the
characters of the game and playing the life of the individual characters, The Sims
franchise belongs to the category of paidia games. Also, the franchise contains a
series of mini-narratives that are typical for this sort of game.
One of these mini-narratives is the incorporation of aliens into the game: In
all four parts of The Sims franchise, the Sims can be abducted by aliens while
stargazing through a telescope in the night. The abductions occur randomly and can
affect any adult Sim. While in the first part of the franchise the Sims are merely
abducted and brought back to their house, the narrative is much more elaborate in the
second part of the franchise with serious consequences if a male Sim is abducted: he
returns pregnant with a green-skinned alien baby. Also the player has the possibility
to set his game in a pre-determined neighbourhood called ‘Strangetown’. It is
described as follows: “Truth-seekers move to Strangetown hoping to discover the
secrets the town holds. Do aliens live among us? Do missing Sims mysteriously
appear here? In this town nothing is what it seems” (Maxis, The Sims 2). The
neighbourhood is located in a desert with a UFO crash site and an alien family living
nearby, probably drawing on the urban myth that surrounds the city of Roswell in the
US state New Mexico, where there has allegedly been an incident with a crashing
UFO, resulting in the city being a famous pilgrimage site for fans of extra-terrestrial
creatures and phenomena. The Sims 3 takes the alien mini-narrative further by
equipping the aliens with special skills, such as the ‘mental scan’, which allows alien
Sims to read the thoughts and personality traits of any Sim.
Another pre-made neighbourhood containing a mini-narrative uses explicit
intertextual references to literature: in The Sims 2, the user can choose to play in the
neighbourhood of Veronaville. The name already rings a bell with its reference to the
17
Italian city of Verona, which is the setting for William Shakespeare’s drama Romeo
and Juliet. A river divides the neighbourhood with one bank being built with villas
with a Mediterranean architecture, while the other bank is stocked with Tudor-style
houses very similar to those in Shakespeare’s hometown, Stratford-upon-Avon in the
United Kingdom. A river divides both Stratford-upon-Avon and Verona. In fact, The
Sims 2 draws on Romeo and Juliet with pre-made characters inhabiting Veronaville:
the families Monty and Capp, alluding to Shakespeare’s fictitious feuding families
Montague and Capulet. The description of the neighbourhood reads that “[t]he Capps
and Montys have been feuding for years, but that hasn’t stopped the younger
generation from crossing boundaries and falling in love. Will their actions lead to
ruin or bring the families together?” (Maxis, The Sims 2). The two teenage Sims
Juliette Capp and Romeo Monty are in a relationship with each other, while their
parents and siblings hate the respective characters from the other family, thus clearly
alluding to the families Montague and Capulet in Romeo and Juliet not only in terms
of nomenclature, but also by character constellations. The third family living in
Veronaville is called Summerdream – yet another intertextual reference to
Shakespeare and his comedy A Midsummer Night’s Dream.
The Monty family are one of many who have recurring appearances in The
Sims franchise. They appear again in The Sims 3-neighbourhood Monte Vista, clearly
designed after the city of Verona with a medieval city centre around a typically
Italian piazza. The family is described as “happy, successful, loved” with “no way
they could one day meet another family who would become their ultimate rivals”
(Maxis, The Sims 3), alluding to the families meeting in Veronaville in The Sims 2.
However, the Montys and Capps have not been part of The Sims franchise before the
second part of the series. There are two other families that have made regular
appearances in every part of the game, though: the Goth family and the
Crumplebottom family.
The Goth family is probably the most elaborate mini-narrative in the
franchise, with the family appearing in every part of the game. The family consists of
the married couple Mortimer and Bella (née Bachelor) and their daughter Cassandra.
Mortimer and Bella are befriended children in The Sims 3’s main neighbourhood
Sunset Valley, which is located 25 years earlier in time than The Sims and 50 years
earlier than The Sims 2. The leaps in time between the games show the development
18
of Mortimer’s and Bella’s relationship, with them being married in The Sims and
having a daughter called Cassandra. In The Sims 2, the situation dramatically
changes: Bella has been abducted by aliens and has not returned since. Mortimer,
now an old man, lives with the grown-up Cassandra and his and Bella’s younger son
Alexander, still grieving over the loss of his beloved wife, as the family description
reads: “[C]an Mortimer bounce back after the disappearance of his wife Bella?”
(Maxis, The Sims 2). When playing in Strangetown, the user will discover that Bella
now lives there after having been abducted by aliens. This links the narrative
evolving around the Goth family with the urban myth that is referred to in
Strangetown. Other parts of the Goth family are also a part of The Sims franchise,
with Mortimer’s parents being playable characters in both The Sims and The Sims 3.
The family has an impressively large family tree with characters relevant for the
fictitious history of The Sims 2’s neighbourhood Pleasantview, where Mortimer still
lives: there are books in the communal library indicating that the Goth family have
founded the neighbourhood.
There is another family with recurring characters in The Sims franchise that
can be seen on Mortimer’s family tree: the Crumplebottom family. Players of The
Sims and The Sims 2 know the non-playable character called ‘Mrs Crumplebottom’
(as can be seen in figure 4) from visiting communal areas with their Sims. Mrs
Crumplebottom stalks around the place and hits every Sim executing romantic
actions such as flirting or kissing with her purse – apparently because she does not
tolerate such amoral behaviour. She is constructed in the manner of being a typical
bourgeois. The German term, ‘Spießer’, derives from the term ‘Spießbürger’ and
describes a type of citizen in the Middle Ages that had to carry out their military
service on foot and thus carried with them weapons such as sticks and spikes – hence
the name, as the German translation for spike is ‘Spieß’ (Kajetzke 366). Mrs
Crumplebottom does not carry a spike with her, but she uses her purse in quite the
same manner, namely to fight. Another characteristic feature of the bourgeois is that
he does not approve of individuals with a different way of thinking or living as him
and likes to make that known in a very noisy and sometimes haughty manner
(Kajetzke 377), which goes in line with Mrs Crumplebottom noisily fighting lovers
in communal areas where everyone else who is present can watch her. Pop-up
windows showing what she has to say accompany this: “Disgusting! NEVER have I
19
witnessed such a tasteless flouting of proper manners in all my days! As the young
folks say, get a room!” (Maxis, The Sims; Maxis, The Sims 2).
Fig. 4: A Sim being attacked by Mrs Crumplebottom in The Sims 2.
In the Romantic epoch, the bourgeoisie was said not to be able to reach true
grandeur, as they were not able to feel deep and honest emotions (Kajetzke 367). A
closer look at Mrs Crumplebottom’s appearance in The Sims 3 might give a proof of
why she so strongly disapproves of other Sims being in love, especially with regard
to The Sims 3 playing 25 and 50 years earlier than the first and second part of the
franchise: in Sunset Valley, the main neighbourhood in The Sims 3, the player can
choose to play the Crumplebottom household, which only consists of one character,
the young female Sim Agnes Crumplebottom: Agnes Crumplebottom hadn’t even changed her last name to her husband’s when an unfortunate accident on her honeymoon ended the marriage. Between her growing bitterness and her husband’s ghost scaring away gentleman callers, only the bravest Sim would ever try to win her heart and fortune now. (Maxis, The Sims 3)
Agnes’ wardrobe only consists of black clothing, probably as a sign of her mourning
her late husband. In her house, an only half-furnished room can be found with
children’s toys and a cradle in it, indicating that Agnes and her deceased husband
had tried for a baby. A probable consequence of her grief would be her turning into
the dreaded Mrs Crumplebottom in the first and second part of The Sims franchise.
What all these mini-narratives have in common is that they show one
possible way the game is played – for instance, the player can try to resolve the feud
between the Montys and the Capps in Veronaville in order to make Juliette and
Romeo happy, or he could let the teenagers run off with each other. Agnes
20
Crumplebottom’s biographical description reads that “only the bravest Sim would try
to win her heart” (Maxis, The Sims 3), leaving it up to the player to decide whether
there is such a brave Sim to win over her heart. However, as the individual parts of
The Sims franchise have no interrelations with one another, a change in a mini-
narrative that is executed by the player would have no consequences on other parts of
the same mini-narrative in other parts of The Sims franchise. Nevertheless they do
add little narratives to the game that can be read and interpreted as stories of their
own.
4. Conclusion
This paper’s aim was to show that computer games and especially The Sims
franchise could be possible forms of narration without being literature. In order to
prove this point, the debate between ludology and narratology in the humanities was
briefly introduced: Ludologists believe that games can never be stories and are just
games, while narratologists insist on narration as an underlying principle of games.
What can safely be established is that video games are different from the traditional
narrative media of literature and film because they are ergodic in nature, i.e.
interactive as they react to the user’s input. Nevertheless, they are perfectly capable
of containing narrative traits such as engaging characters, a setting, a goal and
actions bringing the characters towards it. However, these narrative traits are used
differently as they are less aesthetic than instrumental to lure the player into the
game. Also they cannot be established for every kind of game – a rather simple
design as in Tetris offers less capacity for narrative traits than a role-playing action
game such as Tomb Raider.
Video games are also different from traditional narratives because of their
interactive nature, which is far more elaborate than in traditional narrative media.
They also follow a certain grammar, namely an algorithm that mandates choice from
the user in order to react accordingly. The logical consequence of interactivity can
vary in intensity, but is always there up to the level in which players can alter the
game world. A reader, on the other hand, can never alter stories in novels, but only
his perspective on them. The level of interactivity depends on the game’s generic
design with it being either a ludus or a paidia game. The first term refers to a game
21
that is either won or lost, with the player investing efforts to win. The latter term,
paidia, describes a game that has an open outcome and is designed to be explored.
The Sims franchise belongs to the latter genre, as it is a life-simulation with
no fixed goal. Instead, it is up to the player to decide which goal he wants to pursue.
The game possesses a number of narrative traits. It contains unique characters in a
suburban setting. A virtual clock is ticking, similar to the time of the narration and
the narrated time. The game’s goal is defined either by the Sims’ respective
characters – they can possess life goals and aspirations – or by the player’s choice.
Whatever the case, the game follows the generic convention of a soap opera which is
given because the Sims engage with one another and form proper character
constellations, just like in traditional narratives. Last, the game contains a story
module that actively promotes storytelling while playing The Sims franchise.
The developers actively use the narrative potential of the game by including
mini-narratives into it. These mini-narratives draw on urban myths such as a UFO
crash site in the New Mexican desert as well as on intertextual references, such as
neighbourhoods with characters in a constellation similar to Shakespeare’s Romeo
and Juliet. There are also a number of recurring characters that embed The Sims
franchise into a narrative frame and place the respective games in the franchise in a
timeline. The Sims 3 is located prior to The Sims and The Sims 2, as the player learns
when he pursues the development of Mortimer Goth and Bella Bachelor: they are
befriended children in The Sims 3, then a grown-up married couple with a young
daughter in The Sims. Last Bella has disappeared and Mortimer has grown an old
man with an adult daughter in The Sims 2.
The recurring characters also allow to be interpreted in the manner of a
traditional narrative. The recurring character Mrs Crumplebottom, for instance, is an
elder lady in The Sims and The Sims 2 who is a proper bourgeois, smacking romantic
couples with her purse to prevent them from amoral behaviour in public. A young
woman with the same surname, Agnes Crumplebottom, inhabits the world of The
Sims 3. She is a recent widow and taking this into account as well as the fact that The
Sims 3 is set earlier than the other parts of the franchise, one can easily conclude that
Agnes Crumplebottom and the ominous Mrs Crumplebottom are the same person, as
a result of Agnes grieving over the loss of her husband.
22
The Sims franchise still allows for more research than only its narratological
properties: as the game can be altered heavily by user-generated content, it would be
an interesting take to analyse the motifs of players uploading their self-made houses,
characters or furniture. As players can upload their self-made stories from the game
into online communities, another possible research project could investigate the
interaction and interactivity in these online communities with regard to the game.
There has already been research about spin-offs of traditional narratives, called fan
fictions (for further reference, see for example Bronwen or Page3). Another
possibility would a sociological analysis of The Sims franchise as a “parody of
everyday life in ‘consumer society’” (Wark 127).
In summary it can be said that “the abstract cognitive structure we call
narrative is such that it can be called to mind by many different media, but each
medium has different expressive resources, and will therefore produce different
concrete manifestations of this abstract structure” (Ryan, “Beyond”). A computer
game can be as much of a narrative as a novel or a film. Games can even help to
promote reading and the engagement with storytelling: in a study among school
children from fifth to ninth grade playing a computer game involving reading as a
necessity to fulfil a level successfully the authors found “that students with no more
than average interest in reading will spend a great amount of time engaged in
interactive fiction that requires quite a lot of reading if they are successful at the
quest” (Lancy and Hayes 45). Thus computer games cannot only be narratives
themselves – due to their interactive nature they can even encourage their users to
more independent reading (ibid.).
3 Bronwen, Thomas. “‘Update Soon!’ Harry Potter Fanfiction and Narrative as a Participatory Process.” New Narratives: Stories and Storytelling in the Digital Age. Ed. Ruth E. Page and Thomas Bronwen. Lincoln: U of Nebraska P, 2011. 205-19. Print.
Page, Ruth. “Interactivity and Interaction: Text and Talk in Online Communities.” Intermediality and Storytelling. Ed. Marina Grishakova and Marie-Laure Ryan. Berlin: De Gruyter, 2010. 208-31. Print.
23
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