Monday, April 22, 2013

Gaming Narrative

Gaming narrative is something we stress a lot in the Game Art and Design major. Everything from design choices to environmental storytelling, everything should lend itself to the greater narrative. It can tell you a lot about the people that lived here before you, or what you would do next. There are many great examples of game narrative that I can think of right off of the bat. Journey, Bioshock, and the new Laura Croft.

These games are the ones I have been fortunate enough lately to play so I have first hand knowledge of examples of narrative in each game. Bioshock Infinite for example is the latest game that I have played. As soon as you start the game you are on your way with two other people in a small rowboat, in the middle of a storm, to get to a lighthouse. They leave you there and it's up to you to figure out why you are there. Everything inside the lighthouse tells you not only why you are there but especially what will happen if you don't do what you are being asked too. Several bodies can be found in the lighthouse with a strange chair at the top of the tower where the light should be. You get in the chair, obviously, and are transported to a wonderful city in the sky. It seems to be a new and amazing place, but only though your journey do you discover how twisted this city really is. It has a lot of environmental storytelling from statues to stained glass. There are records places strategically around the environment to let you hear different characters perspectives on their lives or situations. It's a really great way to add to the story if you like delving into narrative. Overall this game is very well done and captured my imagination. If you are interested in great narrative and moral decision making this game would be a great play for you.

The new Laura Croft has environmental storytelling of the civilization on the island that you are now stranded on. Laura, a thrill seeking archeologist by nature, tells you about different markings on the walls or how to navigate certain areas. This is quite literall narration but it gives me a greater appreciation for certain details in the game like who was living here before, and how did they get here? There are also little additions like the adde bonus of finding objects. You can find objects in the game that have factual historical relevance. You can go and look at them in game and Laura would tell you a detailed summary and what it is and what it was used for during the Edo period. I found it very interesting to learn factual information inside of a fictional setting. If game the game more realism to me, and made me want to hunt down these other little pieces of narrative.

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