It was, at heart, a coming-of-age story and as such from a narrative perspective, built towards the central character, Max, learning about the world around her and growing and maturing into a more well-rounded person, she would "come of age".īut once we reach the end of the game, the player is presented with a final set of choices that lead to different endings. The game was for the most part narrative rich, with well-written realistic characters whom you really began to care for. They had a game where every decision the player made would effect things, would build towards a certain outcome. Square Enix's 2015 episodic release Life is Strange offered exactly this. The Double-Sided Coin Of Choice Based Gaming To use a third example, Graphic novels, much like film offer a beautiful vision of the events of a plot, however, they, unlike film, are still images and so can often lack the emotive punch that moving pictures can give us. A film offers to truly show us what is happening rather than tell it, but struggles to get inside the head of a character like prose can. Novels for example can offer descriptive prose, they can offer internal monologues, but on the flip-side, both are walls of text, that can become dull and tedious. However, every medium has its downfalls as well, often these downfalls are the second side of the coin that is their most intriguing asset. If we could, it would in fact drastically change how the plot was perceived by the audience and that is a very interesting concept. I mean, Imagine if we could BE Nick Carraway in Fitzgerald's The Great Gatsby or Robert Jordan in Hemingway's For Whom The Bell Tolls. No other form of storytelling can really do that for us. Video Game narratives offer lovers of story an incredibly visceral experience in which we get to actually BE the protagonist within the story. It is this ability for the player to directly influence plot that makes gaming so unique, so fascinating in comparison to other forms of literature. Perhaps one of the earliest examples of this (at least that I can remember) can be seen in Microsoft's Fable (2004) in which every choice was said to have an outcome which would effect how your character looked as well as how the story would ultimately end. Moral choices effecting story are all the rage in video games at the moment and they have been for a long time.
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