Tag Archives: Game design and art

Week 3 – Skill, Stamina and Luck

A) Select one example to outline the key concepts of the interactive narrative genre.

Interactive narrative can be defined as an experience in which users influence a storyline through the ability of choice. Their actions/choices determine the direction of the story and every choice has a unique set of consequences. This type of narrative, if done right, can be extremely immersive as it puts the user on what seems to be a higher level of “importance” within the world created by the author – their choices can lead to a different outcome for the path supposedly destined (or seemingly so at the time) within that specific world. Unlike real life, interactive narrative carries an element of predetermination and control. Despite the choices you may make, you know the outcome will be one of x amounts within a story and this control is a sweet escape in a gripping, fictional world opposed to the uncertainty real life offers.

(Enemy of Chaos, 2009)

Knowing the gist of this genre, I came across a CYOA book called “Enemy of Chaos” by Leila Johnston. What intrigued me about this book was how, in a cleverly humourous way, it engages the 70s/80s RPG adult and brings them back to a modern version of what once was their actual childhood. “…you’re grown up now, you’ve got bills to worry about and it’s clear your adventuring days are over. Or are they? What if the world needed your dice-rolling skills one last time?…” Taken from the synopsis of the book, I think this quote perfectly examples the essence of this genre as it fulfills the immersion. Having made the targeted audience clear (that being those that grew up in the RPG boom) it entices the reader to engross themselves in fantasy once more but in a more adult way.

B) Does the interactive narrative still have a role to play in video games today. Give exemplary examples?

Interactive narrative games have always existed whether apparent and popular like in the 80s or like a CYOA book found in your local library, they have always been around, digital or not. For a while, it seemed that the majority of modern day games were becoming same-old same-old, such as the endless releases of your CODs, your FIFAs and your GTAs. For a time, many companies in the industry wanted to pump out games for the sake of pumping in the money and as fun as it initially is running around stealing cars and pushing old ladies to the ground, the true essence of a good, unique game was lost. So in order to spice things up and create necessary breaks in the continuous money-pumping machine, clever companies have been recycling styles and genres of games and the implementation of interactive narrative is one of them.

(TellTale Games, “The Walking Dead”, 2012)

A great, current example of this can be seen with games such as Telltale Games’ “The Walking Dead Series”. The player’s choices (through actions and dialogue) can lead to a change in the character’s circumstance, whether or not other characters live or die and the character’s relationships with other characters all the while being executed in a modern, digital and sophisticated art style. The effects of this leads to a more genuine and emotional connection between player, character and story line and it is this deeper connection which is essential in building a relationship between game and consumer. This in turn keeps interactive narrative a current, relevant and beautiful genre which will no doubt always have a place in the games industry.

References

Enemy Of Chaos by Leila Johnston . 2017. Enemy Of Chaos by Leila Johnston . [ONLINE] Available at: https://www.goodreads.com/book/show/6840086-enemy-of-chaos. [Accessed 24 October 2017].

Bibliography

Boing Boing. 2017. Enemy of Chaos: hilarious modern choose-your-own-adventure novel / Boing Boing. [ONLINE] Available at: https://boingboing.net/2009/09/15/enemy-of-chaos-hilar.html. [Accessed 24 October 2017].

Enemy Of Chaos by Leila Johnston . 2017. Enemy Of Chaos by Leila Johnston . [ONLINE] Available at: https://www.goodreads.com/book/show/6840086-enemy-of-chaos. [Accessed 24 October 2017].

5 Games that Redefined Interactive Storytelling | Slide 4. 2017. 5 Games that Redefined Interactive Storytelling | Slide 4. [ONLINE] Available at: https://www.gameskinny.com/hju3x/5-games-that-redefined-interactive-storytelling/4. [Accessed 24 October 2017].

Giant Bomb. 2017. The Walking Dead (Game) – Giant Bomb . [ONLINE] Available at: https://www.giantbomb.com/the-walking-dead/3030-34205/. [Accessed 24 October 2017].

PCMag. 2017. The Top 10 Interactive Games for Story Lovers | PCMag.com. [ONLINE] Available at: https://www.pcmag.com/feature/317795/the-top-10-interactive-games-for-story-lovers. [Accessed 24 October24 October 2017].

The Telegraph. 2017. The best video games of 2017 (so far). [ONLINE] Available at: http://www.telegraph.co.uk/gaming/guides/best-video-games-2017/. [Accessed 24 October 2017].

 

What are they key components of Post Modernism?

Post Modernism challenges the commonplace way in which society operates. It doubts and dismisses “truths” as it aims to address that truths are too limiting to be definitive; everything should be governed by opinions that can offer the most rational explanation. This in turn opens the gateway to confronting traditional authority and politics, aspects of religion and weaken the once highly regarded importance of ideologies. It offers an avenue to subjective morality and how people’s views on what is and is not moral is personal to them. Post Modernism supports liberal ethics which allow social movements such as the LGBT community, pro-ethnic minorities, feminism and pro-environmentalism to thrive above the mainly white, elitist, male-dominated world. Everything can and should be challenged and this attitude/lifestyle can be seen within art, social groups, literature and education to name a few.

© Barbara Kruger Barbara Kruger, Untitled (Your body is a battleground), 1989

© Barbara Kruger
Barbara Kruger, Untitled (Your body is a battleground), 1989

Kruger created this piece for the Women’s March for reproductive freedom in Washington. She visualised Post Modernism in this image as it highlights the issue of women and external forces, such as law and politics, which disable women from making their own choices where it regards their own bodies and ultimately their lives. The following quote, I believe, sums up the image perfectly, “…the words “Your body is a battleground” represent how the fight for choice is different from other political battles. In the case of abortion, the campaign for a woman’s right to choose occurs outside of her body, yet directly affects her. The female body becomes a combat zone that women both struggle for and in.” (Thecrimson.com, 2017).

What games do you think exemplify/display this in there design decisions?

An example of Post Modernism could be interpreted in Davey Wreden’s “The Stanley Parable”, 2013. I found that this game questions the philosophical social controls of life and how we are told what to do and what not to do. Our lives are governed by power and greed and if you do not follow the rules, you are regarded as “wrong” and an “outcast.” In The Stanley Parable, you are challenged to do what you think is best in that specific scenario, giving you freedom of choice and renouncing your free will, something society tries to constraint.

Stanleyparable.com, 2017

Stanleyparable.com, 2017

Bioshock Infinite is another game in which explores near enough every aspect of life that Post Modernism challenges. The game visualises issues such as race, gender and class to induce an understanding into what is wrong with the world and hopefully inspire people to stand up for what they believe to be right. That is why one of the main components of the movement is that the idea of subjective morals need to be rationalised, therefore issues such as racism are irrational and do not count. Having choice and perception-focused game play interacts with the player in a more intimate way, through their mind and their emotions. It allows every choice and critique and opinion to be valid which is something Post Modernism preaches.

BioShock Wiki, 2017

BioShock Wiki, 2017