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Travis Kelly Video Games:
Interactive Storytelling Definition: Video games are a unique form of
literary expression because they allow the audience (player) to take a direct
hand in the story as it unfolds. However,
as video games have increased in complexity and popularity, they have begun to
resemble other major forms of literature such as movies and novels.
The term “interactive fiction” is used to emphasize the literary
aspects of the video game experience. Video Examples:
·
Ms. Pacman (Midway 1981) -The
story is trivial; No coherent plot. ·
Bad Dudes (Data East 1989)
-There
is a plot which spans the entire game. However,
the story is simplistic and unimportant. ·
Thief 2: The Metal Age (Looking Glass Studios 2000)
-The
story is intricate and complete. It
is an integral part of the game, and spans multiple titles. Subject Genre: Some of the more common ones include action, adventure, puzzle, fighting, sports, simulation, strategy, and role-playing. Representational Genre: Typically dialogue or narrator + dialogue, although pure narration is not unheard of. Narrative Genre: There are likely video game
tragedies, comedies, romances, and satires.
However, most games (popular ones, anyway) have romantic plots similar to
action or fantasy movies. Characteristics: In a typical action or
adventure game, the player is charged with overcoming an enemy or attaining some
kind of item or goal. In this
regard, it is a romance. However,
elements of tragedy, comedy, and satire are not uncommon, particularly in
role-playing games. Bittersweet
endings are not uncommon. Video Games seem to exemplify an increasing use of
spectacle in entertainment. Although
the plot may give direction to the action perpetrated by the player, the game
play itself is usually fueled by action. This
has lead to a ratings system for video games similar to the one used for movies. Related Link - http://www.jesperjuul.dk/thesis/1-introduction.html -Interactive
fiction is “A clash between game and narrative” Discussion Questions: 1.
Recently, movies containing large quantities of spectacle, particularly
in the form of CGI, have been described as being similar to video games.
Why might this be considered a negative judgment? 2. Do
you think the interactive aspects of video games might allow them to replace
movies/books? Why or why not?
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