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Words: | Submitted: Mon Jun 19 2006
... actually follow the ideal path, but some games do succeed in presenting a fixed sequence of events the player can retell afterwards. Games do share some traits with narratives; for example quest structures, the use of protagonists and game sessions are predominantly experienced linearly. This ignores the player's experience of being an active participant. The experience is so strong that most people will involuntarily change bodily position when encountering interactivity. According to Juul playing a game includes the awareness that the game session is just one out of many possible ones. There is not one pre-fixed sequence of events like in movie narratives. This is just a media trait and does not account for al games. Adventure games for example often only offer one possible sequence of events that will finish the game. Games and time Juul says that in games, story, time and discourse time are one. While other narrative media, such ...
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