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I’ve been reading David Mamet’s book about the film industry, Bambi vs. Godzilla. In it, at one point, Mamet asserts:

Now, in psychoanalysis, there is no such thing as accident, no such thing as coincidence or mere happenstance. Neither is there in dramaturgy.

Although he’s no demigod, Mamet is also no idiot, especially when it comes to drama. His point is relatively obvious: No piece of fact exposed to the audience of a drama should be irrelevant. All signs must point to the story; elements that fall “off the spine” are a meaningless diversion that distract the viewer* from (a) the emotional connection to the protagonist that the writer is trying to establish, and (b) the sense of absorption in the story that the writer is trying to maintain.

The thing about Mamet’s assertion — with which I agree — is that it has to give gamers a serious case of the willies. Because games are driven by and thrive on chance, which can’t help but manifest as coincidence and happenstance. Alarmingly, the games where the least is left to chance are usually also the least narrative (Chess, for example).

And although random encounter tables have (thankfully) fallen out of favor with game designers, it remains true that the outcomes of the vast majority of plot-critical activities in the vast majority of games are still left either in large part or in extra-large part to the whims of fate.

Will the party of heroes manage to kill their nemesis? In any quarter-decent drama, the answer would reflect what we’ve learned about the heroes and nemesis so far. In traditional games — tabletop RPG, card games, board games — the answer almost always turns on rolls of dice. Even in video games, where the answer often comes down to the player’s skill or dexterity, success and failure don’t arise based on the cleverly crafted or revealed characteristics of the protagonist or antagonist.

So if there can no accident in dramaturgy, and games thrive on chance, are games excluded from the possibility of being stories of any worth? The premises point alarmingly to “yes,” horrifying not least of which because Will and I have just started a website about the two.

I see about a half-dozen possible outs for story-gamers. (Other than, “There is no decent story game.”)

1: Perhaps — and this is my understanding of the essence of Will’s Thesis — a story game doesn’t exist to spin off a story that’s any good, and who cares, because that’s not what it’s for.

2: Maybe gameplay creates something more like psychoanalysis than dramaturgy, where the connections arise after the fact, through interpretation rather than design. To say it another way, maybe only those things eventually revealed as dramatically “correct” wind up being part of the story.

3: Perhaps gameplay can assert narrative possibilities that don’t actually happen in the resulting story, allowing players to choose from among options to find the best one.

4: Maybe story-gamers have to be so good at storytelling that they never make sub-optimal dramatic decisions in mid-game. You know, like the best improv comedians ever.

5: Perhaps the strangenesses that chance spawns, as it operates in a story-game, must be interpreted and re-interpreted on the fly in light of known facts about the drama’s characters and circumstances, and that doing so is the unique skill story-gaming requires.

Although I want to believe that it’s possible for a game to make good drama — excellent drama, even — I don’t find any of these outs particularly compelling.

And so at the moment, that is where I am stuck.

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* “Viewer,” because Mamet is writing about plays and films. Now, won’t someone please suggest a media-agonstic word for “the experiencer of a story?” “Viewers,” “readers,” “players;” all these fall down for one or more of film, stageplay, novel, short story, and game. (The most entertaining failure obviously being that the “play”/”player” match-up won’t work.) The best I’ve been able to come up with is “consumer,” which I hate.