“Where is the text in chess?” asks Espen Aarseth. Rules, play, and semiosis are the (un)common ground between games and stories in “interactive narrativism” and the art of simulation.
Espen Aarseth holds that gameplay, not Lara Croft?s physique, should command the attention of an evolving game studies.
Sidebar images from “Genre Trouble: Narrativism and the Art of Simulation.”
Espen Aarseth foresees the quick end of Murray’s “story-game hybrid” and suggests instead a “critical theory of games.”