Skip navigation.
Home

Case of the Fake People

In Chapter 2 of Hamlet on the Holodeck, Murray discusses how new narrative formats are being developed along with new electronic technology. Beginning on page 51, she explores the narrative potential of video games. Although games have “more detailed visual environments and faster response time… the narrative content of these games is thin, and is often imported from other media or supplied by sketchy and stereotypical characters” (Murray 51). While it’s clear that we still have our share of games with thin narratives, or narratives based on stereotypical characters (“Grand Theft Auto San Andreas” comes to mind), I think that narratives in games have changed a lot since Murray wrote this in 1997.

A great example of this would be The Sims/The Sims 2 games and expansion packs. Maybe I’m biased because I love The Sims 2, but I think that it’s a game that has so many narrative possibilities. The format of the game is so open-ended; you design your characters, from their appearance, to their personality, to their life aspirations. There is no real “goal” or way to “win” the game (which some people absolutely hate). Its what you want it to be for as long as you want it. Many people have even created hacks for the game and created new objects, neighborhoods, skin tones, eye colors, and tons of other options that may not have come with the original game.

Because of the game’s built in camera function, players can also create their own stories to share with other players. On the Sims 2 website, one can watch movies or read story photo album that other users have come up with, or post their own stories. With the combination of the game with user communities, The Sims series has nearly endless narrative possibilities.