Environmental Storytelling Research Papers - Academia.edu (original) (raw)
An accurate analysis on the storytelling of Max Payne, divided in 2 parts. In the first part an analysis using the 12 Chapters method, described by Vogler in his book “The Writer’s Journey”. In the second part, a list of method used by... more
An accurate analysis on the storytelling of Max Payne, divided in 2 parts. In the first part an analysis using the 12 Chapters method, described by Vogler in his book “The Writer’s Journey”. In the second part, a list of method used by the game to delivery its story and on the time that the game use to tell it.
This paper explores the notion of narrative game mechanics byapposing theories from the field of cognitive narratology with design theorieson game mechanics The paper aims to disclose how narrative game mechanicsinvite game agents,... more
This paper explores the notion of narrative game mechanics byapposing theories from the field of cognitive narratology with design theorieson game mechanics The paper aims to disclose how narrative game mechanicsinvite game agents, including the player, to perform actions that support theconstruction of engaging stories and fictional worlds in the embodied mind of the player The theoretical argument is supported by three case studies The paper discusses examples of games that employ mechanics and rules to createengaging story events, focusing on! building tension through spatial conflict,evo"ing empathy through characteri#ation and creating moral dilemmasthrough player choices.
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With... more
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With respect to immersion, the intent will be to interpret the concept of storytelling in relation with the recent formulation of the concept of extended reality (XR). The very concept of World Building is transauthor and transmedia by nature. The transauthor dimension of World Building resides in the idea of subcreation, i.e., designing environments and interaction rules that help create a storytelling basis for generating multiple stories. Once the universe has been conceived, stories written by different authors take shape through transmedia processes across multiple distribution media (film, video games, web, etc.). The question then arises: How can the World Building approach shape the construction of immersive experiences? The article sets out to an...
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With... more
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With respect to immersion, the intent will be to interpret the concept of storytelling in relation with the recent formulation of the concept of extended reality (XR). The very concept of World Building is transauthor and transmedia by nature. The transauthor dimension of World Building resides in the idea of subcreation, i.e., designing environments and interaction rules that help create a storytelling basis for generating multiple stories. Once the universe has been conceived, stories written by different authors take shape through transmedia processes across multiple distribution media (film, video games, web, etc.). The question then arises: How can the World Building approach shape the construction of immersive experiences? The article sets out to answer this question, and in doing so, to contribute to the research on environmental storytelling.
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With... more
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With respect to immersion, the intent will be to interpret the concept of storytelling in relation with the recent formulation of the concept of extended reality (XR). The very concept of World Building is transauthor and transmedia by nature. The transauthor dimension of World Building resides in the idea of subcreation, i.e., designing environments and interaction rules that help create a storytelling basis for generating multiple stories. Once the universe has been conceived, stories written by different authors take shape through transmedia processes across multiple distribution media (film, video games, web, etc.). The question then arises: How can the World Building approach shape the construction of immersive experiences? The article sets out to an...
Los videojuegos de mundo abierto se han popularizado en los últimos años erigiéndose como una nueva forma de diseñar experiencias de juego, ofreciendo nuevas técnicas narrativas, alternativa a otras lineales más tradicionales. Su... more
Los videojuegos de mundo abierto se han popularizado en los últimos años erigiéndose como una nueva forma de diseñar experiencias de juego, ofreciendo nuevas técnicas narrativas, alternativa a otras lineales más tradicionales. Su proposición lúdica está basada en amplios espacios transitables, poblados por personajes controlados por inteligencia artificial y un uso intensivo de la narración ambiental que permite a sus creadores explorar nuevas formas narrativas. El presente trabajo tiene como objetivo proponer un modelo de análisis para el estudio académico de videojuegos de mundo abierto, tomándolos en consideración como construcciones ludonarrativas. El trabajo se fundamenta con teorías científicas de los primeros académicos que se han aproximado a este tipo de videojuegos, pero también con base en la visión de los creadores que han dedicado parte de su carrera a diseñarlos. El trabajo, por último, se completa con una puesta en práctica del modelo de análisis sobre Death Stranding, videojuego de mundo abierto, y una discusión de los resultados.
This paper aims to expand existing knowledge on narrative game design. Specifically, the paper discusses the importance of game design patterns for the analysis of narrative game mechanics. By bringing together insights from cognitive... more
This paper aims to expand existing knowledge on narrative game design. Specifically, the paper discusses the importance of game design patterns for the analysis of narrative game mechanics. By bringing together insights from cognitive narratology and game design theory, the paper creates a preliminary theoretical perspective for deconstructing the design of mechanic-driven narrative games. To support the theoretical argument, the paper discusses Papers , Please as case study.
This paper explores the notion of narrative game mechanics by apposing theories from the field of cognitive narratology with design theories on game mechanics. The paper aims to disclose how narrative game mechanics invite game agents,... more
This paper explores the notion of narrative game mechanics by apposing theories from the field of cognitive narratology with design theories on game mechanics. The paper aims to disclose how narrative game mechanics invite game agents, including the player, to perform actions that support the construction of engaging stories and fictional worlds in the embodied mind of the player. The theoretical argument is supported by three case studies. The paper discusses examples of games that employ mechanics and rules to create engaging story events, focusing on: building tension through spatial conflict, evoking empathy through characterization and creating moral dilemmas through player choices.
Les Planètes is a "FullDome" immersive concert generated entirely in real time. The concert is made possible by the "Piano-of-Lights," an instrument that enables a visual dialogue with pianist Louise Bessette during a novel performance of... more
Les Planètes is a "FullDome" immersive concert generated entirely in real time. The concert is made possible by the "Piano-of-Lights," an instrument that enables a visual dialogue with pianist Louise Bessette during a novel performance of the work Les Planètes from composer Walter Boudreau. The Piano-of-Lights' dynamic constellations of small spheres are projected across the space of the satosphere of the Society of Art and Technology (SAT) in Montreal. The visual shapes are based on an analysis of the different sections of the score. During this process, the Piano-of-Lights emits light particles, becoming a catalyst for the dynamic constellations distributed across the dome. The project blends the tradition of colour organs and the live A/V approach of digital technology, bringing together an analogue piano, digital recording and immersive projection. The originality of this research primarily lies in the use of a colour-piano, which was designed to create a synthesis of the colour-sound association in an immersive format.
Introduction to the anthology "Game | World | Architectonics".
Narratives of and for virtual reality are recurring discourses that circulated from medium to medium throughout Western history. But what makes the immersivity of the stories designed for (and experienced via) real or imaginary VR systems... more
Narratives of and for virtual reality are recurring discourses that circulated from medium to medium throughout Western history. But what makes the immersivity of the stories designed for (and experienced via) real or imaginary VR systems so different from other narrative experiences? Through an enactivist perspective on media archeology, I will outline a definition of virtual reality storytelling (VRS) as the art of crafting ‘inhabited stories’ and a place of circulation of narratives about VR. Accordingly, I will propose a media archaeology of two VRS genealogies. Firstly, I will address the relationship between story-making and place-making by discussing different examples of VRS from peep media tradition, gaming, and VR cinema. Secondly, narratives regarding discourses on human enhancement via VR will be confronted with design goals and narratives of real and imaginary neuro-technologies. In doing so, I will highlight some recurring narrative strategies at the basis of VRS: (i) the illusion of non-narration, i.e. the ability to direct the story-making activity of the visitor without his/her awareness; (ii) the craftsmanship of paths of ‘attentional matching’ made of haptic responses and spatialized stories; and backwardly (iii) the design of new senses which can disclose enhanced processes of world- and story-making.
Gone Home ist ein besonderes Spiel. Es macht Dinge anders als das Gros der Spiele, so viel scheint sicher. Sei es sein Story-Fokus, die Thematik oder auch die Form seiner Repräsentation, die Chris Sullentrop als „the closest thing to... more
Gone Home ist ein besonderes Spiel. Es macht Dinge anders als das Gros der Spiele, so viel scheint sicher. Sei es sein Story-Fokus, die Thematik oder auch die Form seiner Repräsentation, die Chris Sullentrop als „the closest thing to literary realism I’ve encountered in a video game“ bezeichnete. [...] Ein Gefühl von ‚so oder so ähnlich kennen wir das’ schien sich bei relativ vielen Rezipienten einzustellen,5 aber nicht nur in Bezug auf Elemente der Story oder der verwendeten Sujets, sondern auch und vor allem in Bezug auf die im Spiel zu findenden Gegenstände. Doch wie kann ein Spiel, ohne dass es reale Gegenstände, reale Menschen oder reale Orte benutzt, sich anfühlen, als wäre es echt? Inwiefern könnte man sogar davon reden, dass es dokumentarisch arbeitet?
Game spaces are meticulously designed environments. The tennis court, the football pitch and the sumo wrestler’s dohyo are spatially and visually organised to embody the rules that inform the interactions taking place within their... more
Game spaces are meticulously designed environments. The tennis court, the football pitch and the sumo wrestler’s dohyo are spatially and visually organised to embody the rules that inform the interactions taking place within their boundaries.
Virtual spaces are sculpted with even more painstaking care, as the digital architect can distort, subvert or completely rewrite the laws of physics and define the capabilities of the players and characters that inhabit these fictional worlds. In this talk, I will discuss how game design can inform ELT pedagogy by examining what games do well.