Storytelling has been mankind’s most broad and universal occupation since its conception and has come a long way, developing new techniques and expanding in multiple domains. It can be considered an ancient form of art because it is crucial for human expression. Every culture has made a contribution to the narration of stories in various fields, such as, entertainment, literature, education, the media and so forth, with the purpose of conveying an important message, or purely to entertain. One entertainment medium which has been disregarded over the course of the years is the video games industry. Over the last few years, this industry has developed into one of the most complex branches in entertainment and has gained a great number of followers who support these products. Video games have evolved on such a large scope from all perspectives that they will have the possibility to match or even surpass the more traditional means of telling stories in the future, such as books or movies. One close look at video games from recent years and it is clear that they have come a long way since the ‘1970s and ‘1980s when the main focus was on shooting pixelated invaders or creating straight lines by shaping together geometric figures, with no dialogue or developed characters. Although stories were not essential during that period because developers were technologically limited and could not present a well-defined story, game creators did manage to bring to life –to a certain extent- fictional universes with detailed backgrounds and lore. Nevertheless, there were outstanding exceptions, which managed to absorb the player into the game, thanks to its well-crafted story and characters, combined with the simple mechanic of “point and click”. ... ... middle of paper ... ... more intimate and profound experience, as the plot’s progression depends on the player’s skills. Observing recent video games, it is obvious that they are becoming closer to creating their specific method of telling stories by making the audience implicated in the narrative like never before in the industry, or like in other traditional forms of narrative. By adding innovative game mechanics, the developers are close to making the players feel even more involved in the story, participating directly in it or even shaping it according to their own desires and dreams. The experience of the audience is also influenced by the degree of immersion, although not all video games call for this element. Immersion is important in video games that focus on story, characters and the world they inhabit, because it allows the player to be engulfed in that fictional universe.
The change from differing mediums, novel and film, reveal characteristics and possibilities of narratives. Through the advancement of technology, modern writers
In life, stories are an essential component of human survival and success. Stories enable people’s legacies to continue even when they pass away. Also, stories allow the storyteller freedom to share what he chooses to. The significance of stories is demonstated throughout literary works. Some works that show the significance of stories include, The Things They Carried, The Big Fish, “The Evolutionary Case for Great Fiction” and “For Better Social Skills, Scientists Recommend a Little Chekhov.” Stories are an essential aspect to human life because of their ability to keep memories alive as they aid man in coping with death and post-traumatic stress. Also, stories play an important role in many different areas ranging from the survival of a species to preparation for a job interview.
Fictional storytelling has been a part of human life since the beginning of time. But is it the result of nature or nurture? Jonathan Gottschall, author of “The Storytelling Animal,” argues that storytelling is a part of human nature. It gives qualities to think and express thoughts with no boundaries to create a radiant and free experience. To prove his claim Gottschall provides secondary arguments such as the work of children, stylistic features like similes and concession, and grammatical person.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
What is a story? A story to me can be either a combination of characters and actions which can be fake or real. More like an adventure story used more for entertainment. Another example can be historical events a serious of events in the past which can be used for future learning. There are many different interpretations for a story. Many ways of telling a story also, for example the usual way of tell a scary story. Being in total darkness with a group of friends around each other and having one flash light for the story teller. It just makes the story a little spookier. Every story has its own unique way of telling it right.
As we evolve into a more advanced species, so does our technology, and along with our overly advanced technology, comes video games. They’ve have certainly come a long way since they were first introduced to the main stream audience and have been slowly creeping its way into many daily lives, making them a lot more entertaining and less dull. Video games’ one and only purpose is to entertain. However, it is indeed true that everything is fun and games until somebody gets hurt, and that is exactly what has happened over the years in video games. With the help of our technology, being more developed than ever, video games have also become increasingly sophisticated and overall more close to reality than
In conclusion it is evident that the power of storytelling is a form of social control because many people look to the stories that are rooted in their culture and they use it to formulate their dominant fantasies and they also use stories to help them identify both others and themselves. Therefore the one who tells stories holds great power and the stories that he or she chooses to tell help reinforce certain dominant fantasies.
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
However, varying core aspects of video games have ignited the prevailing collective interests, including the intent of lawmakers. Conversely, the core purposes of video games is perceived to instigate differing implications ranging from; formulating competent scholarly video plays to act as tutoring, as well as inspiring models in intellectual environs. As noted by Ferguson & Rueda (2010), this might also make aggressive gaming progressively more insecure when contrasted to the scary television scenes. Alternatively, the invention of modern ultraviolent film games over the 1990s, as well...
Perry explains that the authors who are science fiction, horror and fantasy writers explain the impact of these fields in the current development of video games. They are many times that game producers are influenced by mythology while making their games. Mythology is becoming a big factor in making good video games. The trends suggest that the future success of video games will be determined more by the type of stories and details present in the video games than by the graphics or other factors that were believed to be more important than the myths present in these stories. So if these games use interesting and mythological stories that affect it the game has a chance of selling
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
Computers have fascinated me ever since I can remember. Everything about them, from the parts that go into them, to the things you can create with them. More specifically the worlds you can create that others can immerse themselves in; being video games. Though it seems rather simple on the surface, the art of video game design & development has so many specific, and crucial parts that go into the game you purchase and play. Through research, I have gained more insight into each part that goes into game design, and the requirements needed to be successful in the field.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.