In my game narrative the structure of my
game follows Todorov's structure but also challenges the structure as well. The
elements of Todorov's theory are clearly used in my narrative but the order of
the structure does not follow the normal structure. According to Todorov's
theory the structure of a narrative progresses like this:
·
Equilibrium
·
Disequilibrium
·
Recognition of disequilibrium
·
Attempt to resolve
disequilibrium
·
Resolution - equilibrium restored
My game follows this theory almost
perfectly apart from the beginning where there is to be no equilibrium.
My narrative starts off in a post
apocalyptic world where zombies, who are the antagonists, are hunting down survivors,
who are the protagonists day by day. This shows my narrative starts straight
from disequilibrium, although throughout the game there are hints of backstory of a time
when there was an equilibrium, people hint of a golden age before the zombie
virus where the world was connected to each other and technology was at its
height. This shows that it still follows Todorov's theory but only hints about
it and doesn’t really explore it in too much - many computer games use similar narrative devices, though some games like the 'Metal Gear Solid' series become known for the depth of detail in their narrative structure - Hideo Kojima employs layers of elaborate narrative backstory both within individual games and across the whole series.
Here is the summarized structure of my game
narrative.
·
Starts off in disequilibrium as
the world is already in a bad state because of the zombie virus
·
The recognition of
disequilibrium is already present for the protagonists
·
They discover a means to
restore the equilibrium
·
Pursue the solution and
successfully reach their goal
After this last solution partial
equilibrium is restored but not fully, the reason I have done this is for future
installments of the game where the story can be carried on and full equilibrium
can be achieved.
1I have used Binary Opposites by featuring an antagonist and
a protagonist, and using present and past as a feature of the narrative storyline.
The cut scene, which I had made, fits into
the narrative just after the main character is introduced and the setting is
established. At this point the audience knows that there are zombies, that the
world is no longer functioning properly and that normal people are few in
number. They also know that a certain medicine is needed in order to stay
immune from the virus.
In the scene previous there is a
cliffhanger where the main character passes out. The cut scene that I filmed
had him waking up confused in a place he has never been before. At this point
of the narrative we are in disequilibrium and the main protagonist and the
antagonists have been introduced, this scene will expand on other characters to
discover if they are a threat or not. The cut scene filmed is a mix between
narrative and game play.
The scene is also very interactive as you can customize your character and also engage in conversations where you choose what to say. From the customization aspect of the cut scene I took inspiration from the many games, which allow you to change your character, such as many sand box games e.g. 'GTA' and 'Saints Row.'
The scene is also very interactive as you can customize your character and also engage in conversations where you choose what to say. From the customization aspect of the cut scene I took inspiration from the many games, which allow you to change your character, such as many sand box games e.g. 'GTA' and 'Saints Row.'
The dialogue element in my cut scene was heavily influence by the 'Mass Effect' franchise of video games. These games have a very rich story line in which you can control the outcome, they use branching dialogue so during conversations you choose what to say. You can choose whether to be a stone cold killer or a glorious freedom fighter, the decisions you take in these games ultimately have massive outcomes in the game, I wanted to incorporate this into my narrative so the audience will feel as if they are the actual character.
Immediately after this cut scene it is
mainly gameplay of the character as the character explores the area around
him and is able to customize himself more, this relates to the cut scene we
have just seen as it expands on the customization elements of the game. Also
the character has found himself in a new location, naturally he would explore
his surroundings and get used to what is around him.
The cut scene after this would be an explanation
of the side missions which are in the game, this expands on the world he is
living in as he has to hunt for his food now.
My narrative is linear and follows a
straight storyline, although there is a lot of background lore where
characters talk and reminisce about the past a lot. The plot which I have
established starts off with the main character being a lone survivor, by the
end of the game he becomes the trusted leader of a pack and has a lot of
responsibility, as the game progresses you will see his slow change.
The setting of the cut scene is extremely
important to the game play and narrative as this location becomes your hub where you are able to upgrade your character and store equipment. The character
will be going back and forth from this location and others, but overall this
location will be in a lot of the game.
Over all i think the narrative of my game
suits my target audience very well and has the potential to attract other
audiences, there will be a slight niche in favour of males over female audience but it should be more
balanced than other games in the genre. I am very pleased with the quality of the cut
scene, I believe it puts the audience accurately in the main character's shoes,
the audience feel as if they are in the game instead of playing as someone
else. If I was to change anything about the game I would add more characters
and a different kind of antagonist (perhaps a rival group of survivors), but
this is not a problem because I designed my game so that there will be future
installments where a lot more can be added and improved.
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