![]() ![]() ![]() In many games, we are used to mechanics underpinning a narrative, even if it's an emergent one. These are basic elements that unlike those of films or novels can exist abstractly outside a narrative and remain compelling in that state, but which developers can still apply to narratives. For example, a boring plot like "This woman is going to eat a pizza and go to bed" makes for a boring narrative, and so our experience with the piece of media will be boring. Unfortunately, you can't make a film or a novel about these parts of life that isn't crushingly dull, and that's because the basic elements of books and films such as characters and plot are inseparable from the narrative. We live most of life in the in-between: it's eating, showering, reading books, and emptying the bin. One of the purposes of media is to mirror our lives back at us, giving us something we can see ourselves in, but most media has only been able to mirror the peaks and valleys of lives: the new partners, the family deaths, the births of children, and so on. The Sims is nothing, if not proof of video games' unique potential to make any story interesting. ![]()
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