Henry Jenkins wrote the article we have discussed this week. In it, he talks about the importance of the gameplay in a game and the importance of the narrative. He tries to be objective by presenting both points of view (ludologists and narratologists), each of them with their reasoning.
Personally, I found the text very well structured and written thanks to Jenkins objectivity. What I mean is that in previous texts, authors had a very clear point of view since the beginning and supported it fiercely during the whole document. Here, Jenkins stays very objective, as it has been said before, but he also explains a bit everything what has been said before, like the state of the art. By doing this, he gets to locate himself and makes the reader have a clearer thought of what the author is going to talk about.
The main point of the article is trying to make the reader think what is more important between these two options: according to narratologists, as mentioned in the alst post, narrative and storytelling is more important than gameplay experience because the first is a human core activity but the second isn't. On the other hand, ludologists affirm that game experience is more important than the narrative, which should be self-contained; plus, environment themselves can evoke things that make the storytelling even more secondary.
From my own point of view, I have to admit that gameplay seems more important to me than narrative, so i would be more on the ludologist' side. However, as in last week post, it all depends on the game. If a person is playing a game like tetris or street fighter, there is no need for narrative. It is true that it can enrich the game; for example, knowing in street fighter the past of each character allows the player to understand why they fight, but not knowing it does not make any difference as far as the game itself is concerned.
On the other hand, rpg games like Fable or god games like Black & White are very attached to the storytelling. In both games, for example, the player can play optional quests that have nothing to do with the main story, and not knowing about them would make no difference at all. However, even the simplest quest of all need some narrative to explain the player what to do, how to do it and why.
In conclusion, as I said before, it all depends on the game: it would make no sense to have a quest in Fable for no reason, even though the game consists in making quests, because it has been built and set around a story (the life of the main character) and stepping out of it makes the character get lost. In street fighter on the other hand, having a fight for no reason is completely acceptable, the game consists in fights, but in this case, it has been built and set around fights, not the story or reasons of fights.