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Nazad
E. Omeragić, Ljubica Matek
0 2019.

Study Programme: Double Major MA Study Programme in English Language and Literature – English Translation and Interpreting Studies and Croatian Language and Literature – Education Studies

Videogames are a relatively new entertainment medium that, despite its current underappreciated position in relation to literature, film or television, still succeeded to cement its place in the global culture by virtue of its interactivity. By comparing and contrasting videogame narratives to those of other media, one can easily see that interactivity, as their defining quality, has a detrimental effect on how players immerse themselves in videogames’ stories. Immersion is easily broken though, as it hinges on a multitude of different elements, such as the videogame’s length, the responsiveness of its controls, and the acknowledgement of player actions. How writers approach crafting these virtual worlds is also markedly different in comparison to literature and film, as the videogames' dynamic nature gives rise to a host of potential issues to be mindful of. The author’s vision can sometimes be at odds with player agency, for instance, and taking too much control away from the player might result in a quality narrative at the expense of an engrossing gameplay experience. Understanding that crafting a game that stands on its own merits, engages the player, and tells a compelling story is more often than not a balancing act is the first step to creating a truly unique and timeless experience.

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