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Last time, I mused a bit on the concept of linearity versus openness in gaming. Today, I'd like to continue that line of thought, with a look at narrative paths in game design.
Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world.
Raging Loop is an interactive visual novel with a branching plotline, in which the player's choices affect the direction of the story. Certain choices reward the player with keys, which can be used to unlock additional choices and explore more of the story. A Scenario Chart allows the player to return to any given scene or choice.
Kinetic novels are visual novels with non-branching plots, similar to a conventional novel or a graphic novel in multimedia form. Examples of kinetic novels include Higurashi When They Cry, Muv-Luv Alternative, and Digital: A Love Story. [5] [9] The term was first used by the publisher Key for their title Planetarian: The Reverie of a Little ...
Story structure or narrative structure is the recognizable or comprehensible way in which a narrative's different elements are unified, including in a particularly chosen order and sometimes specifically referring to the ordering of the plot: the narrative series of events, though this can vary based on culture.
The Portopia Serial Murder Case [a] is a 1983 adventure game designed by Yuji Horii and published by Enix.It was first released on the NEC PC-6001 and has since been ported to other personal computers, the Family Computer (Famicom), mobile phone services and most recently, Windows as Square Enix showing off their natural language processing technology.
Kamikaze Explorer!'s story follows the main character Keiji Hayase, and takes place in the future, where the younger generation use a special power called Metis. The gameplay follows a branching plot line which offers pre-determined scenarios with courses of interaction, and focuses on the appeal of the five female main characters by the player ...
As a compromise between linear and branching stories, there are also games where stories split into branches and then fold back into a single storyline. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a nonlinear gameplay through the use of nonlinear narrative , without the use of ...