: Sebastian Domsch
: Storyplaying Agency and Narrative in Video Games
: Walter de Gruyter GmbH& Co.KG
: 9783110272451
: 1
: CHF 102.10
:
: Allgemeine und Vergleichende Literaturwissenschaft
: English
: 196
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF
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Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games:agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.



Sebastian Domsch, Ludwig-Maximilians-Universit& 228;t, München, Germany.

1 Introduction: What is Storyplaying?7
1.1 Preliminaries: Medial Forms12
1.2 Preliminaries: Exclusions16
2 Video Games and Narrative19
2.1 Gameplay and Narrative19
2.1.1 Gameplay and Game Mechanics: The Rules of the Game20
2.1.2 Semanticization and Fictionalization: Towards Gameworlds24
2.2 Narrative Forms37
2.2.1 Passive Forms37
2.2.1.1 Exposition38
2.2.1.2 Cut scenes38
2.2.1.3 Loading Screen40
2.2.2 Actively Nodal Forms40
2.2.2.1 Player Actions41
2.2.2.2 Quick Time Event41
2.2.2.3 Dialogue tree44
2.2.2.4 Event trigger47
2.2.3 Dynamic Forms49
2.2.3.1 Non-player Character49
2.2.3.2 Timed Events/Intradiegetic Clock52
2.2.4 Digression: Architecture and Protocols54
3 Non-Unilinear Gameplay in Video Games59
3.1 Levels of Observation59
3.2 Non-Unilinear Existents67
3.3 Non-Unilinear Objectives74
4 Non-Unilinear Narrative in Video Games81
4.1 Non-Unilinearity in Quest-Based Narrative87
4.2 Non-Unilinear Narrative Outside of Quests99
4.2.1 Character100
4.2.2 Spatial Narrative104
5 Choice and Narrative in Video Games118
5.1 The Anatomy of a Player Choice118
5.2 Choice and Meaning129
5.3 Choice, Information, and Narration in Video Games134
5.4 Choice and Consequence in Video Games143
6 Narrative’s Contrast Agent: Moral Choices154
6.1 Valorisation Rules156
6.2 Valorising Morality161
6.3 Ethics and Rules169
7 The Future of Storyplaying175
7.1 Media-Economic Aspects176
7.2 Media-Technological Aspects177
7.3 Artistic Potential of the Medium183
Works Cited187
Index194