Saturday, August 22, 2009

Indirect Storytelling in Facebook's Packrat

I've been playing the facebook app game "Packrat" (copyright Alamofire Digital Collectibles) for over a year now. It's an addicting little sucker - a collectible card game wherein you use in-game credits to purchase cards from stores, or use cards you already have to steal new ones from other people. The cards belong to various themed sets, and each card has a point value. Low-level cards from the same set can be combined to form higher-level cards from that set (which, most of the time, cannot be gotten in any other way), and the object is to collect all the cards from a given set and "vault" them so that they can no longer be stolen from you. It can be played with or without active friends playing the game, although as with most facebook apps, there is a bonus for getting friends to join.

I didn't start thinking about Packrat as a form of narrative until recently - perhaps because they've only just started using it as such in a more blatant fashion. It's not direct, obvious narrative like you'd find in a novel or a movie, but much more subtle. It arises from the nature of the card sets, and how they're designed. Allow me to explain via example. The following is one of the current sets of cards, "The Razor's Plunder," and the cards required to make each card:

Base Cards:
Pickaxe
Shovel
Treasure Map Fragment
Metal Detector
Trail of Treasure
Iron Heart (a sort of steampunk engine)
Stone of Fortune
Marked Palm Tree
Unfortunate Treasure Hunter (a skeleton)

Built Cards:
Captain's Gig: Iron Heart x3
Treasure Cave: Metal Detector, Marked Palm, Unfortunate Treasure Hunter
Captain Auger Confrontation (a fearsome-looking pirate with a sword): Treasure Map Fragment, Trail of Treasure, Stone of Fortune
Converted Cutlass Arm: Pickaxe, Shovel, Iron Heart
Swashbuckling!: Treasure Cave, Captain Augur Confrontation, Converted Cutlass Arm
The Razor Triumphant (the Captain with a handful of gold): Swashbuckling! x2, Captain's Gig

Consider the direction in which these card combinations leads the mind. Like a connect-the-dot drawing, the makers of Packrat lay out a few key points along the way to allow the player to construct a narrative of swashbuckling pirates, hastily assembled mechanical limbs, and a struggle over hidden treasure. The details of the narrative may differ from player to player as they construct it in their minds, but the essential plotted course is there.

"The Razor's Plunder" is not the only Packrat set with an implicit narrative. Recently released sets include an "Independence Day" set wherein you make Ben Franklin, Thomas Jefferson, and John Hancock, and combine them to form the Declaration of Independence. "Ink Wars" told the story of two rival tattoo parlors, one upscale and one rundown and sketchy, and the tattoos produced by each. Currently in progress is an "Ants & Grasshoppers" set, which seems to be a slightly revised version of the classic tale about work and procrastination. (The high card in that set is called "Bug Summit," and seems to be a meeting between the emperor of the grasshoppers and the queen of the ants.)

Packrat is an interesting example of a non-traditional narrative - but one nonetheless clearly intended by the game's creators. The combinations within each set are clearly intended to evoke some very specific images and causal relations. But the narrative itself - including its timeline - must be literally constructed by the player from these building blocks. It's a good reminder that our current models of narrative are not all-inclusive, and that it is still possible to think of storytelling in new, and entirely radical ways.

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