Friday, March 6, 2009

Chapters 17 & 18

Although the simple fact that we're English majors pretty much assures we know what narrative means, it was nice to see it defined in the context of mulitmedia.  Since i'm a pretty big nerd, i think i've played or seen every video game the author has listed in the book (at the very least i've heard of them) there wasn't a lot of knew things the book presented in these chapters to learn.  Even still, it was nice to read about something i'm particularly intrested in and how it relates to English.  

p.s. lia World scripts like World of Warcraft, Star Wars Galaxies, Guild Wars, etc., are not narratives because they allow the reader to create their own story.  They're not linear =)

2 comments:

  1. I agree that it was interesting to read some more about the narrative, even if we've heard about it before in our English classes. It was interesting when the author made the distinction between a narrative and world scripts--a narrative has a beginning, a middle, and an end, and no matter which storyline a user chooses, it will end in a way planned out by the designer.

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  2. whoa, my beloved Super Mario and Pacman games pale in comparison to the different narrative gaming discussed in these chapters. i feel old.

    i've always wondered how designers ever thought of creating lots of options for the players as the game unfolds and yet retain some sort of "narrative coherence." then one gets to see a SAMPLE NARRATIVE FLOWCHART (see nancy drew for instance) and one realizes how, pardon the term, 'shitty' the visual plan looks like. "a whole lotta plannin'!"

    again, imagination and creativity are a must for writing narrative productions!!!

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