the main parts of the narrative in a game can be broken down into five
main sections as shown below:
A protagonist
A conflict
A struggle
A moral
A resolution
These are all necessary components that are required in order to establish a well structured narrative. This teaches the first lesson that is to follow the requirements for a story structure.
The second point is that people are the most interesting thing in stories so focus upon this. However this reference does not have to be absolute. There are films that apparently 'revolve' around items but instead they are about the story of the person holding the thing, such as Frodo and the ring in Lord of the Rings.
There is always a conflict in a story, whether it is a major conflict such as a war or a minor conflict such as being late for a bus.
A protagonist
A conflict
A struggle
A moral
A resolution
These are all necessary components that are required in order to establish a well structured narrative. This teaches the first lesson that is to follow the requirements for a story structure.
The second point is that people are the most interesting thing in stories so focus upon this. However this reference does not have to be absolute. There are films that apparently 'revolve' around items but instead they are about the story of the person holding the thing, such as Frodo and the ring in Lord of the Rings.
There is always a conflict in a story, whether it is a major conflict such as a war or a minor conflict such as being late for a bus.
Games also involve puzzles, however the third lesson is that puzzles are
not necessary to a story.
Choices are an important and often a story is built up around the idea of the protagonist making the single key choice.
Spectacle is another method of telling the narrative, utilising exotic imagery to allow the viewers to enjoy the sight. Lesson number four is learned from here and that is how spectacles do not make a story this is more noticeable in modern day first person shooters.
Choices are an important and often a story is built up around the idea of the protagonist making the single key choice.
Spectacle is another method of telling the narrative, utilising exotic imagery to allow the viewers to enjoy the sight. Lesson number four is learned from here and that is how spectacles do not make a story this is more noticeable in modern day first person shooters.
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