Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Pause & Effect: The Art of Interactive Narrative
Pause & Effect: The Art of Interactive Narrative
Game Design: Theory and Practice
Game Design: Theory and Practice
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Avatars Of Story (Electronic Mediations)
Avatars Of Story (Electronic Mediations)
Time and computer games or "no, that's not what happened"
Proceedings of the 3rd Australasian conference on Interactive entertainment
Towards consistency in interactive storytelling: Tension arcs and dead-ends
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Fundamentals of Game Design
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The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors--including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.