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Video Games Development As Interactive Fiction

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A definite Beginning, Climax, Resolution, and ... Final Fantasy 3. Fallout & Baldur's Gate. Action RPG. System Shock & Marathon. First Person Shooter ... – PowerPoint PPT presentation

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Title: Video Games Development As Interactive Fiction


1
Video Games Development As Interactive Fiction
  • A PowerPoint Presentation
  • By
  • Chuck
  • Brandon
  • Josh
  • (oh snap!)

2
Medium Defines Content and How it is Presented
  • Printing Press
  • Radio
  • Television
  • Internet

3
Brief Overview of Elements of Storytelling
  • Set and Setting
  • Character Development
  • Intriguing Plot
  • A definite Beginning, Climax, Resolution, and
    Conclusion
  • Appropriateness for Audience
  • An effective Narrative Style

4
Brief Overview of Interactive Storytelling Styles
  • Game play Focused Initiative
  • Text-Based Adventure
  • Role Playing Game
  • 1st Person Shooter
  • Full Immersion

5
Early Games and Story (Or a Lack Thereof)
  • Game play Focused Initiative
  • Asteroids
  • Centipede
  • Space Invaders

6
The Birth of Interactive Storytelling
  • Text Adventure
  • Zork
  • RPG
  • The Legend of Zelda
  • The Legend of Zelda II The Adventure of Link
  • Phantasy Star

7
The Adolescence of Interactive Storytelling
  • RPG
  • Final Fantasy 3
  • Fallout Baldurs Gate
  • Action RPG
  • System Shock Marathon
  • First Person Shooter
  • Half Life
  • Full Immersion
  • Grand Theft Auto

8
Current State of Interactive Fiction
  • Action RPG
  • Elder Scrolls Oblivion
  • Full Immersion
  • Grand Theft Auto
  • First Person Shooter
  • Halo
  • Half Life 2

9
An Exercise in Modern Gameplay Focused Iniative
  • The Game With a Gameplay Based Story
  • Katamari Damacy

10
Conclusions
  • Many aspects of Storytelling are now present in
    current video games.
  • Classic video game stories have even spawned a
    new type of game play oriented storytelling with
    the likes of Katamari Damacy.
  • With newer technologies that mimic audio and
    visual representations of the real world, the
    audience can more easily suspend their disbelief
    about playing a video game, and can more easily
    immerse themselves in the digital story.

11
Sources
  • http//www.igda.org/writing/WhereDoesTheWriterFitI
    n.htm
  • http//en.wikipedia.org/wiki/Marc_Laidlaw
  • http//en.wikipedia.org/wiki/Old_Man_Murray
  • http//www.gamasutra.com/features/20061103/quantum
    _01.shtml
  • http//www.sega-16.com/History20of-20Phantasy20
    Star.php
  • http//archive.gamespy.com/halloffame/january01/es
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