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Rescooped by Henrik Safegaard - Cloneartist from Transmedia: Storytelling for the Digital Age
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How Video Games Have Become The Perfect Storytelling Medium

How Video Games Have Become The Perfect Storytelling Medium | Machinimania | Scoop.it

Via The Digital Rocking Chair
Henrik Safegaard - Cloneartist's insight:

This isn't a new concept, of course, but with the big push Sony gave for Until Dawn, it's an example of a growing trend of how developers embrace video games as mediums for telling stories.

The Digital Rocking Chair's curator insight, September 21, 2015 12:30 AM


Robin Burks:  "Throughout the history of video games, some developers have used games as a way to tell a story. Now even AAA titles such as 'Until Dawn' embrace games as storytelling devices."

Fausto Cantu's curator insight, September 22, 2015 7:44 PM

Porque los Video Juegos se han convertido en el Medio Narrativo Perfecto

Nathan Schultz's curator insight, November 25, 2015 7:55 PM

The recent video game, Until Dawn, offers players the ability to choose the course of the game's narrative by giving the gamer the power to decide each character's actions.  In one scene, two teenagers are tied to a chair, with sharp spinning blades descending on their heads, and the choice of whether one-or both-of the teenagers dies is left entirely to the viewer.  

 

This idea is fascination because it explores the notion that gamers should serve as the "director" deciding the fate of the characters on screen, which ties back in with the concept that modern audiences want stories to be subject to their will.

 

Robin Burks:  "Throughout the history of video games, some developers have used games as a way to tell a story. Now even AAA titles such as 'Until Dawn' embrace games as storytelling devices."

Rescooped by Henrik Safegaard - Cloneartist from Transmedia: Storytelling for the Digital Age
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Writer's roundtable: the state of storytelling and what's next for videogame narrative

Writer's roundtable: the state of storytelling and what's next for videogame narrative | Machinimania | Scoop.it

Via The Digital Rocking Chair
Henrik Safegaard - Cloneartist's insight:

Read on for in-depth discussion of what the industry gets wrong about game narrative, storytelling’s growing significance and a look at the prevailing trends to come.

The Digital Rocking Chair's curator insight, March 1, 2014 3:09 AM


Neil Long:  "Read on for in-depth discussion of what the industry gets wrong about game narrative, storytelling’s growing significance and a look at the prevailing trends to come."

Rescooped by Henrik Safegaard - Cloneartist from Transmedia: Storytelling for the Digital Age
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Cage: The future of game narratives will be designed with Scorsese algorithms

Cage: The future of game narratives will be designed with Scorsese algorithms | Machinimania | Scoop.it

Via The Digital Rocking Chair
Henrik Safegaard - Cloneartist's insight:

Very interesting Article. 

 

"But there is still resistance from filmmakers. Cage cited directors Steven Spielberg and George Lucas who publicly stated it's impossible to tell a story that is controlled by a player. "It's interesting to see that maybe they're not fully aware of what this industry is really doing," he said. "Because actually we are making it, we are creating interactive storytelling."


Click to read it and see if you agree -

The Digital Rocking Chair's curator insight, September 16, 2013 12:53 AM


Emily Gera:  "Video game narratives will continue to evolve based off of technology that mimics the style of film directors, according to Quantic Dream studio head David Cage during his BAFTA Games keynote in London."

Militao de Maya Ricardo's curator insight, September 17, 2013 8:57 AM

Será??? Credo!!!

Rescooped by Henrik Safegaard - Cloneartist from Transmedia: Storytelling for the Digital Age
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The Dishonest Narrative Event: A Pitfall of Video Game Storytelling

The Dishonest Narrative Event: A Pitfall of Video Game Storytelling | Machinimania | Scoop.it

"The Dishonest Narrative Event is any time the video game’s reigns are ripped from the player’s hands in order to serve a specific plot’s agenda. In some cases, it is simply irritating or otherwise forgivable. Other times, it is the exact reason why a game’s narrative falls apart due to its own self-obsession."

 

DRC: This article examines the clash between cut-scenes and player driven storytelling.  It includes some great examples of what does & doesn't constitute a "dishonest narrative event".

 

"Always play when possible, and only show when absolutely necessary."


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