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These games are usually adventure or storytelling games whose ending or sometimes even entire story changes depending on the player's active, in the form of dialogue options, or passive choices, such as games with moral systems. Examples of choice-driven games that feature multiple endings: Life Is Strange, which includes two canon endings.
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This is a partial list of works that use metafictional ideas. Metafiction is intentional allusion or reference to a work's fictional nature. It is commonly used for humorous or parodic effect, and has appeared in a wide range of mediums, including writing, film, theatre, and video gaming.
Download as PDF; Printable version; ... Second-person narrative fiction (2 C, 2 P) Slice of life fiction (4 C, ... Middle grade literature; Musical fiction; N.
The alternative endings are: the re-opening of the Xavier Institute in which Beast is now a professor; Logan coming back to Alberta, Canada, specifically the tavern seen in the first X-Men; and Rogue keeping her powers. Wallace and Gromit: The Curse of the Were-Rabbit had two different endings. One had Lady Totington marrying PC Mackintosh and ...
The 1993 Baen edition included both endings (which differ only on the last page) and featured a "pick the ending" contest, in which readers were asked to submit essays on which ending they preferred. The 1995 edition included both endings, Jim Baen's own postlude to the story, and twenty-seven of the essays. The ending in which Podkayne dies ...
Brown has written two other books in the series, "The Wild Robot Escapes" and "The Wild Robot Protects." In "Escapes," Roz is sent to work at a dairy farm but continues to plot a way to get back ...
The Sense of an Ending: Studies in the Theory of Fiction is the most famous work of the literary scholar Frank Kermode. It was first published in 1967 by Oxford University Press . The book originated in the Mary Flexner Lectures, given at Bryn Mawr College in 1965 under the title 'The Long Perspectives'.