He states that society tells a story for everything, most games incorporate background information, and games have similar characteristics with narrative. As a society, we are narrative creatures, telling stories is a form of communication. Also, people want to be aware of background information on a game before they make the purchase and/or play the game. Furthermore, Juul explains why games are non-narrative. He states games cannot be translated into narrative media “movies, novels, theatre,” timing works differently with games and narratives, and the relationship with the reader and viewer differs from the relationship with the player and the game world. Although the translation medium of games turning into movies may be unsuccessful, the translation medium of movies turning into games may be unsuccessful too because some elements can be deleted or added. Moreover, timing in games can be limited, while movies last until the storyline is told. Lastly, Juul emphasizes the difference real world and virtual world. The real world is non-fictional characters, while virtual world consists of fictional characters on a computer …show more content…
“Thus, Star Wars the game cannot be said to contain a narrative that can be recognized from Star Wars the movie: Most character from the movie are missing, and the few events that are included in the game have become simulations where the player can win or fail” (Juul, 2004). Adding and eliminating specific details defeats the purpose of the meaning. For example, if Batman the movie included the Joker, and the game did not include the Joker it defeats the whole purpose of the game. How can Batman fight crime if no crime is being