"Games replay crucial episodes of WorldWarII, to explore consequences of alternative strategic approach" (FOOTNOTE 1 WHAT BALL TO PLAY - JANET SIMONS)
The Last of us allows us to position ourselves as though we are in a zombie apocalypse. The game developing a bond between you and the young girl you are with differs the way you approach situations in the narrative; if your supplies are scarse you tend to avoid fights and approach situations more stealth like; providing the 'strategic approach' towards the narrative in order to keep all you hold dear to you, safe. This point is further emphasised when Joel says "if i get in trouble down there, you make every shot count" ( footnote 2 - the last of us cutcene/gameplay) prior to his Joel was teaching Ellie how to shoot a Rifle - further showing the 'strategic' sense the game has and needs; one man is incapable of taking out high hostile numbers without assistance from high ground in this case Ellie. The last of us uses real life war tactics/strategies in the narrative to develop the story of the game. The main story being fixed the player Unintentionally building their own narrative; they decide how many people die and how many people live "characters are vehicles onto which they project their own goals, skills and experiences and understanding of the game" (FOOTNOTE 3 What Ball to play - Janet Simons) the narrative of the game allowing you to take multiple approaches allows it to best suit the gamers personality/play style best - Conservative and stealth like or Reckless and violent. The Last of us having a linear narrative can be argued that it can be shaped how you want it to be - Some ludologists argue that "a plot makes a story and rules make a game"(Footnote 4 WHAT BALL TO PLAY JANET SIMONS) , the Last of us supports this statement in its own way by allowing creation of various narratives which all lead to the same plot ending.
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