- "Game designers don't simply tell stories, they design worlds and and sculpt spaces".
- Narrative exists outside the game space e.g. the experience.
- D&D: "The Dungeon Master's activities start with designing the space... where the the players' quest will take place".
- Environments should be able to tell stories or contain elements that can be easily interpreted as story e.g. imagery and character types. Good example: The Lord of the Rings, it could be argued that it is just 3 movies/books based on walking.
- Does a game have to use an 'on-rails' system in order to tell a story or not?
- Freedom over story telling, or story telling over freedom? e.g. Should story telling be done through cut scenes which the player can or can't skip? Or through game play that you can miss by accident?
- In such games as The Sims and Journey the player can create their own stories in order to replace a lack of narrative.
- Good examples of things I should try to watch and play: The movie Memento and the video games American McGee's Alice, GTA4 and Star Ship Titanic.
Latest group assignment:
My latest task is to pick a subject seen in video games and analyse it using examples with the group I worked with previously (Jim, Bonnie and I). We will need to present our findings as a presentation. We will have 2-3 weeks in order to complete this presentation.
What we could talk about:
- Sexual diversity.
- Historical representation.
- Violence and how we perceive it differently in video games as opposed to movies.
What we decided on:
- Homosexuality and relationships in video games.
Game examples we can use: Persona 4, Mass Effect, Assassins Creed, Dragon Age, Red Dead Redemption, Mario and Grand Theft Auto.
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