Narrative in video games Patrick Holleman
A1
"But the biggest difference between traditional games and video games is artificial intelligence which only video games have"
2
"But nearly all of them have an abundant use of discrete artificial intelligence"
For Number 2:
The scene where you
remain dormant and Ellie begins to say random words or ask Joel questions as to
why you are standing there doing nothing or the scene where you are walking through
the snow as Ellie.
Also you can enter certain buildings (not demanded by the
narrative but will trigger a response from the AI - For example the toy store or the store full of music records)
3
"Video games have a discrete game world, not created by or orientated by any player. This is the primary design failure that separates video games from their traditional counterparts"
4
"The player is presented with a world that can be accessed largely out their own discretion. video games that are too linear... are often deprecated by critics and gamers"
5
"It stands to reason, then that theme should be excellent video games which show how the narrative and gameplay can work together to create a unique artistic experience"
6
"Every Location that the player visit suggests another turn in the story"
For Number 6:
In the last of us the prime example would be
when you are searching for the fireflies and you learn they are dead and Tess
has been bitten; this changes the narrative as you are then expected to travel
across country to their ‘base’. Also you have lost an ally - one who is capable of defending herself as well as Joel in certain situations. Upon arrival you learn it is abandoned and a
tape is the only thing leading you to your next destination; the narrative is further
twisted when Joel is injured during this; so you are then forced to play as
Ellie – unusual as you have been playing a masculine male throughout the game
and now you are positioned in the shoes of a 13/14 year old girl. (The game uses a vast number of enemy's in the first scene as this character - this further emphasises the point that she is fragile and more in risk of danger and becoming hurt.7
"But it is not possible to venture into a secret area of a book or a movie to have the pleasure of finding something which never even flashed before the eyes of other viewers who are reading the same book or watching the same movie at the same time"
For Number 7:
In The Last of us there of numerous secrets you can undergo;
for example when you are in the sewers looking for a way to the meeting point
you can find numerous notes which have been left there by people who have died
you learn the story of what happened to them prior there death and how they
died (the man who killed the children so they didn’t starve to death) – and how
your characters Joel and Ellie react to the story (not part of the main
narrative of the game)
Another example
within this game would be the ironic joke books that Joel finds for Ellie,
throughout the main game in certain locations there is books you can pick up
and give to Ellie; she will randomly start saying these jokes as you move
throughout the story; During your play through as Ellie going into your inventory
and hovering over items will trigger Ellie to respond to them and react – for
example (some object of Riley) you learn about what happens to Ellie before the
story had begun (Riley Being Ellies best friend before the narrative of the game takes place.)8
"it is fairly obvious, and often argued, how video games have an advantage over other forms of narrative: the player often is the character whom the narrative is centred"
9
"games like 'Fallout, Bioshock, and Mass Effect all allow the player to choose the path of their character development. This obviously presents an enormous amount of narrative potential. If Characters - An indispensable part of any narrative - can be made by the player with creative freedom the player is in control of their artistic experience in a way nothing else can match"
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