477 research outputs found

    Narrative patterns in FarCry3

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    Thesis is submitted in partial fulfilment for the degree of Master of Arts (Digital Arts) to the Faculty of Humanities, School of Arts, University of the Witwatersrand, Johannesburg, 2016.This paper aims to go down into the rabbit-hole, by analysing the narrative experience derived from games and investigate how it functions in conjunction with the gameplay. This analysis will focus in detail on a case study of Ubisoft's 2012 title Far Cry 3 (FC3). FC3 is a sequel to Far Cry (2004), the original title was developed by Crytek, and produced by Ubisoft. The sequels have been Ubisoft Montreal creations. I have selected FarCry3 as it is commercially successful, as of February 2013 it sold over 4, 5 million copies (Phillips, T. "Far Cry sales hit 4.5 million" 2013). It also received various nominations, including an award for its story, during the 9th British Video Game Awards (Reynolds “Bafta Game Awards 2013” 2012). FC3 can, therefore, be viewed as being indicative of what the populist gaming community desires in a game, an indicator of present trends in narrative development in games. For this paper, I intend to use Hendry Jenkins’ narrative model to analyse how FC3 structured. As a result, illuminating how FC3, manages to engage with a cogent narrative, while operating in conjunction with an engaging game mechanic. I intend to present the structures as they exist within the case study's fictional world. In this research report I will argue that FC3 incorporates multiple narrative structures which promote gameplay. I will play the FC3 critically to gain an overall perspective and through the use of in play videos to select key scenes for analysis within my case study. With the knowledge invested, I intend to apply Jenkins’ narrative architecture in my analysis. [No abstract provided. Information taken from introduction].MT201

    Theatre/Games: The Poetics, Ludology & Narrative in Video Game and Dramatic Structure

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    This paper discusses the potential avenues of relationship between interactive media, particularly video games, and more traditional forms of theatrical production. It looks at the major theoretical paradigms of game structure in comparison to Aristotle\u27s Poetics to find points of overlap between these two seemingly divergent entities, video games and theatre. As a specific point of reference, it also examines how my own artistic work has roots in both these worlds, and how the deepened understanding of their structures might contribute to my own artistic development

    Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach

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    1 Introduction In this contribution, Interactive Digital Storytelling is viewed as a hybrid form of game design and cinematic storytelling for the understanding and making of future learning and entertainment applications. The paper shall present formal design models that provide a conceptual bridge between both traditional linear narrative techniques as well as agent-based emergent conversations with virtual characters. In summary, a theoretical classification of thinking models for authors and interactive experiences for users will be presented. The conceptual work is based upon practical experiments within several research projects on edutainment, which employ conversations with virtual characters to convey information and to entertain. By building several prototypes, two different approaches where explored to combine plot-based interactive storytelling with character-based emergent conversations. Visual impressions of the examples are shown in Fig. 1 and will be explained in more detail in the full paper. In both examples, several virtual animated characters converse digitally with each other and with a user who mainly types text with the keyboard, optionally complemented by choice functionality and special hardware interfaces. The resulting conversations differ in their direction of approaching a middle ground between predefined narrative presentations and emergent conversations with a user, by combining emerging chatterbot dialogues with a story structure. The user experiences a semi-autonomous behaviour of interacting agents. This paper is not about the difference between stories and games. The motivation is on the potential of both to offer structures for learning and entertainment. Instead of trying to draw a distinct line between them, conceptual models for authors have to be defined, who are responsible to flesh out a suitable design within a variability of forms. Design elements include aspects of drama and filmmaking, dialogue design, as well as game design and game tuning. The actual challenge for the design of learning applications with conversational agents is the necessity that authors have to take on responsibility concerning the intended outcome and effect. In fact, they have to balance the bias between a pre-structured storyline (and possibly a timeline) which they may have strictly defined, and the agency that users shall experience through the design of the author. However, there is no one-dimensional borderline between both. In the following, the paper presents a model with several levels which shall help to form a more differentiated picture. 2 Conceptual Models for Storytelling and Agency In Fig. 2, a traditional modus operandi is sketched at four abstract levels. The distinction between levels may vary from project to project. The four levels were found to be suitable for the addition of interaction at each of the levels to form a classification of genres. On the top level of highest story abstraction, the overall dramatic outline is sketched. For example, there may be a hero’s journey in 3 acts, or a Propp model. Further, authors break down the story into scenes which are handled at the next level. Each scene will be defined by a scene script. Within a scene, dialogues and interactions between actors are defined, and lead to stage directions. If producing for an animated film, these directions are strictly mapped onto virtual actors by a skilled animator, who defines the way the virtual actors move and behave. When storytelling gets interactive, the user can influence the storytelling. In fact, in games as well as in constructivist scenarios for learning, users need to experience agency within a story. However, there are different levels at which to affect the outcome. In Fig. 3, the first author model (compare Fig. 2) has been extrapolated according to the need of introducing agency at each level. Opposed to the author, a participant is modelled who now may contribute to each level. The first implication for the author is that it’s not enough to just model a database of descriptions, but to add rules and models, which control an autonomous behaviour at each level in reaction to the participants. Then, it is possible to think of gradations of granted agency versus authored determination. Within Fig. 3 this is indicated by the sliders between control and autonomy at each level. The levels rather represent conceptual stages for authoring than elements of software architecture, though there are parallels to architectures of a number of existing systems of game and story engines. Semi-autonomy occurs on the edge between predefined factual information and rules for each level. The more rules on one level, the more agency can be experienced by potentially affecting the respective level. For example: It is imaginable that participants only experience agency on the lowest level, as a feeling of presence in a scenario. In this case, everything is predefined, but avatars would still react with nonverbal cues to the visitor and recognize her, comparable to a virtual cursor that shows a live status. At the conversation level, participants can for example have agency in an entertaining and informative chatbot dialogue with the characters. They may even not be able to affect anything in the story logic, but participate at dialogue level with speech acts. Agency at scene level would mean to have real choices about the outcome of a scene, for example, the story of the game would have to change according to user’s actions. On the top level, players would influence the whole story of the application, if the "agency slider" would be at a 100% to the right. For example, a simulation such as "The Sims" (Electronic Arts) can be put into the classification here. For factual knowledge transfer in a didactic lesson situation, the highest level could stay predefined, while the lower levels allow for conversational interaction, however constrained. If authors only provide a rule base with little pre-scripted structuring, they achieve a conceptual model more like an exploration or gaming experience depending completely on the action of the player. While arranging the bias at each level to various slider positions, several abstract genres of Interactive Digital Storytelling can be rebuilt in the model, which helps to specify exactly what kind of user experience an application shall provide. It is a conceptual model that can be used to classify story-related games, and it particularly supports authors coming from linear media, stepping into interactive storytelling. 3 Further Work In the full paper, I will also tackle related work while comparing with other theoretical models between games and stories, including references of the taxonomies of C. Lindley, M. Leblanc, J. Klabbers, B. Laurel, C. Pearce, and traditional classifications such as of R. Caillois. I will give more examples how existing products of Interactive Storytelling fit into the classification, and raise the question if new genres have to be defined particularly for Interactive Digital Storytelling. Literature Caillois, Roger: Man, Play and Games. (orig.: Les Jeux Et Les Hommes 1958) University of Illinois Press, Reprint (2001) Hunicke, Robin; LeBlanc, Marc; Zubek, Robert: MDA: A Formal Approach to Game Design and Game Research. In: Workshop Proceedings: Challenges in Game AI. 19th National Conference on Artificial Intelligence AAAI (2004) Klabbers, Jan H.G.: The gaming landscape: A taxonomy for classifying games and simulations. In Copier & Raessens (Eds.) Level up: Digital Games Research Conference. Utrecht University (2003) Lindley, Craig: Narrative, Game Play and Alternative Time Structures for Virtual Environments. In: Proc. TIDSE 2004, Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Springer LNCS vol. 3105, 2004 Pearce, Celia: Emergent authorship: The next interactive revolution. In: Computers & Graphics 26, p. 21-29 (2002) Spierling, U.: Conceptual Models for Interactive Digital Storytelling in Knowledge Media Applications. In: Proc. TIDSE 2004, Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Springer LNCS vol. 3105, 200

    Reading Playfully: A New Branch of Criticism for The Digital Age

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    This senior project applies the tools of traditional literary analysis to video games. Through this frame, it seek to foster a type of video game literacy amongst its readers. Each chapter corresponds to what it’s author sees as a foundational aspect of literature. The first chapter, ‘Perspective’, puts Joseph Conrad’s Heart of Darkness into contact with The Last of Us (2013), and explores how each work uses medium specific mechanisms to alienate their protagonists. The second chapter, ‘Setting’, surveys the relationship between Thief (1999) and Edgar Allen Poe’s short story, ‘The Fall of the House of Usher’. The final chapter, ‘Characterization’, investigates the unique potential offered by the video game Firewatch (2016) as an example of this interactive medium’s ability to collaboratively build verisimilar characters. It concludes by making an argument for two separate, but connected, fields of video game study

    Dynamic Lighting for Tension in Games

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    Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-en-scene. However, games are digital artifacts played through graphic interfaces and controllers. As interactive experiences, games are a host of player challenges ranging from more deliberate decision-making and problem solving strategies, to the immediate charge of reflex action. Games, thus, draw upon a unique mix of player resources, contributing to what Lindley refers to as the "game-play gestalt", "a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations" (Lindley, 2003)

    Gender in digital games: gameplay as cyborg performance

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    Computer games have now been around nearly forty years. The pace at which computer games have transformed has been so fast that at times it is exceeding thoughtful evaluation and criticism. Since the beginning of the 2000’s, academic understanding of this phenomenon has been trying to catch up with this pace. Feminist studies has also been observing computer gaming, theorizing it as another male-dominated cultural domain. Most of the feminist inquiries in this area have focused on representations of gender and violence in games. Focus on gender and identity relationships between the game players and game characters, has been relatively small. What mostly missing from the current research, is the gender transgressions and alternative subjectivities that might hold political meanings besides the personal ones. Virtual reality communities and massively multiplayer role-playing online games challenge the ideas of identity and gender. As the computer gaming world grows larger, gender representations are becoming more fluid and ambiguous; the possibilities of subversive readings of gender and alternative subjectivities expand

    Co-Creating with the Senses: Towards an Embodiment Grammar for Conceptualising Virtual Reality (VR) Narrative Design

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    This creative practice thesis comprises two components, a dissertation titled Co-Creating with the Senses: Towards an Embodiment Grammar for Conceptualising Virtual Reality (VR) Narrative Design and a creative work, The Recluse, a fictional VR script written in the Maria Vargas Immersive Play template, available through Final Draft. The advent of publicly available virtual reality (VR) technologies has led to the emergence of a new genre of storytelling, henceforth referred to as ‘VR narratives’. There has therefore been a need to articulate its defining grammar and to contribute insights born out of artistic experimentation in a scholarly field which until recently was dominated by scientific points of view. Employing a somaesthetics approach outlined by researcher Kristina Höök, the dissertation draws on a qualitative study into 10 VR narrative works in order to propose an embodiment grammar through which the art form may be conceptualised. The study’s findings, a group of eight embodied states organised into a framework, urge for the relenting of authorial control in order to instead frame affective potential, thus echoing a Deleuzian concept of the assemblage. In particular, the framework draws attention to the way that VR’s deeper affective dimensions may be elucidated by framing co-creation through the medium’s distinct sensory possibilities. As interest gathers in a future metaverse, the insights raised by the study are significant, with potential applications in a range of affective design contexts. The Recluse is my original contribution to this emerging art form and a case study through which to interrogate the framework’s findings. A mystery with supernatural elements, the VR script aims to communicate an experience that transports the participant to the world of Alma Cohen, a famous artist turned recluse, where they are invited to experience the strange occurrences in Alma’s life through their own embodied actions. The VR script explores the potential for intimate encounters with virtual characters and the sensory, co-creational and affective possibilities which arise through these dynamics. It highlights, following the framework, the way that more open structuring approaches are required in order to access the medium’s deeper affective possibilities and also the present technological constraints in achieving this

    Arachne Challenges Minerva: The Spinning Out of Long Narrative in World of Warcraft and Buffy the Vampire Slayer

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    My focus here is to explore the ways in which World of Warcraft can be said to have a long narrative. Core to my argument is that 'worldness' is key to understanding how it is that long narrative can be sustained and make sense. I will historicise long narrative formats through reference to epic poetry--taking as my starting point the battle of narrative form between Arachne and Minerva in Ovid's Metamorphosis, as well showing that world-based long narratives are often driven by media economics and especially franchising. Using Buffy the Vampire Slayer as a point of comparison, I show that because the 'World' of Warcraft is driven ludically, a rather different type of long narrative is produced than found in other media formats
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