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Retroactive continuity, or retcon for short, is a literary device in which facts in the world of a fictional work that have been established through the narrative itself are adjusted, ignored, supplemented, or contradicted by a subsequently published work that recontextualizes or breaks continuity with the former. [2]
Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, [1 ...
A narrative technique (also, in fiction, a fictional device) is any of several specific methods the creator of a narrative uses [1] —in other words, a strategy applied in the delivering of a narrative to relay information to the audience and to make the narrative more complete, complex, or engaging. Some scholars also call such a technique a ...
Video games were first popularized with Pong. Pong was a simple virtual game of tennis in which, developer Nolan Bushnell said, the primary goal was "fun." According to Bushnell, games in that era been so technologically challenging to produce that "it was exhausting to get the game to play without worrying about story" and as such, story was not a concern for many developers. [7]
Video game writing is the art and craft of writing scripts and narratives for video games.Similar to screenwriting, it is typically a freelance profession. [1] It includes many differences from writing for film, due to the non-linear and interactive nature of most video games, and the necessity to work closely with video game designers and voice actors.
Icehouse - The Empty City by Andrew Looney; an example of a fictional game that now exists as a real-world one. Jetan - a chess-like strategy game from the Edgar Rice Burroughs novel The Chessmen of Mars. Jumanji - a magical board game from the book and movie of the same name, later released in a variant as a real game.
Ergodic literature is a term coined by Espen J. Aarseth in his 1997 book Cybertext—Perspectives on Ergodic Literature to describe literature in which nontrivial effort is required for the reader to traverse the text. The term is derived from the Greek words ergon, meaning "work", and hodos, meaning "path". [1]
Narratology. Narratology is the study of narrative and narrative structure and the ways that these affect human perception. [1] The term is an anglicisation of French narratologie, coined by Tzvetan Todorov (Grammaire du Décaméron, 1969). [2] Its theoretical lineage is traceable to Aristotle (Poetics) but modern narratology is agreed to have ...
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