Narrative of video games

Source: Wikipedia, the free encyclopedia.

In video games,

cutscenes
and voiced dialogue.

Overview

Stories in video games are delivered in a myriad of ways. While it is most common to deliver exposition through

Bioshock.[2][3] It is also common to deliver narrative through other means, such as via in-game text entries presented as journal entries or correspondences, or in audio recordings.[2][4][5] Narratives do not even need to be given through spoken or written word; the game Inside tells its narrative through the scenery and events the player experiences as they progress through the game without any form of language.[6]

Narratives in games are of varying significance to the experience; while an increasing number of game stories are intended as the main focus, simple stories that are only intended to serve as a justification for the gameplay have been a common approach.

adventure games and their various sub-genres, have narrative as an essential element, while others, such as real-time strategy, do not require detailed stories as a feature.[8][7]

Some games feature a "story mode" (sometimes also called "narrative mode"), a mode that is designed to focus on the story. The application and use of the term varies; it is sometimes used to discern from other modes of gameplay that do not feature story as a significant element,

difficulty setting which is intended to allow players to enjoy the narrative of a video game without encountering significant difficulty that may hinder their progression.[12][13][14]

History

Video games were first popularized with

Text adventure games such as Colossal Cave Adventure and Zork featured simple fantasy narratives which have been compared to Dungeons & Dragons.[7]

In later years, technological advances allowed developers greater options for expressing story in a video game, which led to more expansive and ambitious narratives.[7][2][1] Half-Life, released in 1998, made significant innovations in how it presented its narrative, such as its choice to tell its narrative without the use of cutscene cinematics or breaking up its world into levels, and is often credited with having codified many modern storytelling conventions within the medium.[15][16][17][18]

Criticism

While video game stories have received praise,

animated film or novel. Bogost argues that the appeal of video games lies in their technical achievements, and that a game which chooses to focus on telling a story is "unambitious" and has no appeal that cannot be found in a more traditional work.[2] During a panel held at the University of Southern California, Steven Spielberg and George Lucas expressed skepticism about the quality of storytelling in video games, asserting that the interactive element of the medium infringed upon the potential impact of any story a game might try to tell, with Lucas commenting, "By its very nature there cannot be a plot in a game."[22]

In contrast, literary scholar Eric Hayot says that video games, while not directly comparable to novels or films, are an evolution of many long-enduring storytelling traditions that have been observed throughout human history.[23][24] Hayot argues that interactivity "was a story mode for centuries, if not millennia, before the invention of the microprocessor."[24] Hayot does qualify, however, that he believes the tradition of "winning" in a video game "provides an interesting brake" on the range of stories that can be told in the medium, though he cites Undertale and The Last of Us as two examples which subvert this tradition.[24]

Some video game stories have been criticized for being conveyed in

Paste Magazine that while they enjoy playing video games for their stories, "I also suck at them" and would prefer that gameplay difficulty was not mandated in order to access a game's story.[26] Such options have been included in various titles, such as Hades (where it is called "God Mode") and Mass Effect: Andromeda.[27][14]

porn movie. It's expected to be there, but it's not that important," a quote which originated from the book Masters of Doom.[28][29][1] Carmack has since amended the quote to acknowledge the existence of games where story is a greater focus; however still maintained that he believes games which prioritize gameplay are the "most important".[30][31]

See also

References

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  8. ^ Bronstring, Marek (12 February 2012). "What are adventure games?". Adventure Gamers. Nito Games - Adventure Gamers. Archived from the original on 26 January 2021. Retrieved 24 January 2021. Adventure games focus on puzzle solving within a narrative framework, generally with few or no action elements.
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