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Designing stories: practices of narrative in 3D computer games

Published: 07 August 2011 Publication History

Abstract

Drawing on theories from game-, film-, and theatre studies, this paper explores two primary ways in which 3D computer games deal with stories. As evident in how these games are creatively designed and publically discussed, one of these approaches focuses on players as implied authors who guide heroes through challenging trials and tribulations. The other approach focuses on players as embodied participants in the story world; players become the hero and experience adventures of their own. This paper argues that in order to understand the differences between these two distinctive design practices it is necessary to critically review the representational logic of narrative as developed once in structuralist narratology and to develop an additional presentational logic, applicable to both marginal narrative practices of the past as well as mainstream practices of the present.

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cover image ACM Conferences
SIGGRAPH '11: ACM SIGGRAPH 2011 Game Papers
August 2011
47 pages
ISBN:9781450309707
DOI:10.1145/2037692
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 07 August 2011

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Author Tags

  1. film
  2. game design
  3. immersion
  4. media comparison
  5. narratology
  6. presentation
  7. representation
  8. storytelling
  9. theatre

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