Conversely, interactivity and computer games are defined by the player's possibility of influencing the game now . Narratives use a variety of tricks and devices, such as distancing between the narrator and the narrated and shifts in the speed of narration. Canonical works like Lawrence Sterne's Tristam Shandy or Marcel Proust's Remembrance of Things Past exploit this radically. This is not possible in the game since the events of the game necessarily happen while the player is playing. In a even more basic way a narrative presupposes the act of narration and this does not seem to happen in the computer game.
Computer games are interesting for completely different reasons.
The classical video game Classical action-based computer games like Space Invaders or Donkey Kong share a lack of most devices found in the narrative. Earth attacked by aliens and a girl kidnapped by an evil gorilla. These frames tell the player what to do, what ending to strive for. Unlike a narrative, where a part of the tension is the anticipation of the ending, the ending of the game is already known to the player. It is then the player's task to actualise this good and well known ending.