Narrow Search
Last searches

Results for *

Displaying results 1 to 1 of 1.

  1. Storyplaying
    agency and narrative in video games
    Published: [2013]
    Publisher:  De Gruyter, Boston

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110272451; 3110272458; 9783110272161; 3110272164
    Subjects: Acting games; Role playing; Video games; Acting games; Role playing; Video games; GAMES / Board; Array; Erzähltechnik; Videospiel; Entscheidung; Handlung <Literatur>; Spieler
    Scope: 1 online resource (vi, 190 pages .)
    Notes:

    Print version record

    1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character

    2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games

    6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index

    Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep