http://irishgothichorrorjournal.homestead.com/Kirkland.html
The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity...Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces.I have yet too look at this article in depth but the term textuality did jump out at me and I went on to look at more articles using this term. That's when I discovered 'Textuality In Video Games'.
http://www.digra.org/wp-content/uploads/digital-library/05163.10260.pdf
This particular article is a summary of the investigation that took place. It address' questions relating to interactivity, narrative and role-play.
When discussing the narrative theory in 'Baldur's Gate' the article gives a nice meaning of narrative and the 'pleasures associated' with it:
it manages to offer pleasures associated with narrative, such as plotted twists and revelations, resolution and characterisation, even as it breaks with existing accounts of narrative structure. - (p147)They also looked into film narrative:
We found Seymour Chatman’s work on film narrative pertinent because of his insistence that in a visual medium the differentiation between story-space and discourse space, and the arrangement of object (existents) in that space, are just as important as the discursive arrangement of events in time. - (p147)Agency was mentioned in this article which my supervisor has mentioned to me before in the context of player agency. Here is a nice description of different types of agencies:
Personal agency was found in examples of how users pause and take full advantage of the interactive environment that has been created, rather than seeing it as a means to an end. Whilst proxy agency, refers to instances in which users actively defer responsibility and utilise cultural tools to obtain problem-solving solutions, enlightenment on aspects of the narrative background, or deeper understanding of the fan-created knowledge base of character orientation and history. Lastly, collective agency refers to the fans’ extension of Oddworld through art, literature and games. - (p150)
As mentioned, this was a short summerized article. There final outcome will be a book entitled 'Computer Games; Text, Narrative and Play.
Personal Notes
This article spoke of some interesting terms which I will look into more closly - player agency etc
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