Wednesday 28 March 2012

Narrative in games

From the very beginning people have been telling stories, using aspects of narrative to communicate. So it is not surprising to find that a majority of games are narrative driven. A story/narrative within a game helps the player become more immersed within the game.

Story: 
-All the elements which end up being depicted
-This is not all the events that happen,  much in a story might be implied ad never explicitly stated.

Plot: 
-The chain of causation - which dictates that these events are somehow linked and are therefore to be depicted in relation to each other.
-This is often linear causation but it does not have to be.

Narrative: 
The order in which events are revealed. This is certainly not the same as the order in which any real world events may take place.

Jenkins argues that narratives are included within games, however, often they are displayed as cut-scenes rather than being integrated into the game play itself. There are games that do not need any sort of narrative at all, for example 'Snake'

Often games play on the genres to create story lines that players expect. This makes the game not so much dependant on the story but still gives the player some background information and attempts to make the player feel for the character.

'Facade' is an example of a game that is entirely based on narrative/story. The player controls a character that is introduced into a flat occupied by two other characters. What happens from there on is up to the player, this means the player can change the outcome of the story in so many different ways. Obviously these sort of games appeal to different people, some find the boring, but some find them more interesting and love the idea of so much control.

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