Beruflich Dokumente
Kultur Dokumente
GAMES
an integral part of human life reflecting culture and society
TETRIS
Entertainment
Amusement
Existential crisis
bordered on the urge to win and survive a conflict
created in the game within a time span
Combat games
Maze games
Paddle games
Sports games
Race games
Adventure games
War games
Simulation
Bastion
The Last of Us
NARRATIVE DESIGN
NARRATIVE DESIGN
novel,
novel,
film,
film,
play
play
(not
(not delivered
delivered to
to
the
player,
but
the player, but
actively
actively created
created
by
by the
the player)
player)
general
general prototype
prototype
experience
experience delivered,
delivered,
that
that isis understood
understood
within
within
aa culture.
culture.
DECISION NODES
area of risk / notion of fate or illusion of fate
LAYERS OF NARRATIVES
FOUR INTERCONNECTED AND HIERARCHICALLY STRUCTURED LAYERS
Narrative situation
Narration
Story persons
Events (logically connected sequence )
THREE-ACT STRUCTURE
Cutscenes
Cutscenes are non-interactive sequences used in many games to advance the
plot, provide backstory or explain the objectives to be completed by the player
In-engine cutscene
Pre-rendered cutscene
Live-action cutscene
NON-LINEAR NARRATION
Tree
Exploratorium
Parallel-plot structure
Nodal/ Dead-end structure
Modulated/ Dynamic labyrinth structure
Open structure
EMBEDDED NARRATIVES
EMERGENT NARRATIVES
Frederick J. Wertz, Phenomenological Research Methods Psychology: A Comparison with Grounded Theory, Discourse Analysis, Narrative
Research, and Intuitive Inquiry, www.psyking.net
CONCLUSION
A new medium of entertainment through which
storytelling assumes a different style