Videogames, An Industry
Videogames, An Industry
Videogames, An Industry
----Pedro Cardoso
ID+, Faculdade de Belas Artes, Universidade
do Porto | Portugal
[email protected]
----Miguel Carvalhais
ID+, Faculdade de Belas Artes, Universidade
do Porto | Portugal
[email protected]
-----
ABSTRACT
1 | INTRODUCTION
Video games require the player to develop a nontrivial effort when engaging with them (Aarseth,
1997). Their actions determine their own personal
experience, or traversal, that may be defined as
the experience of travelling across something. In
this case we use the term traversal to define how
journeying through the game becomes a personal
experience. Traversal regards experiencing the
narrative that emerges from the interaction between
the player and the system (Cardoso & Carvalhais,
2013). It regards something that is more processintensive (Carvalhais, 2013) and less hardcoded;
the ludonarrative (Bissel, 2011), or Marc LeBlancs
emergent narrative (Salen & Zimmerman, 2004). [1]
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2.3 MODULATING
2.4 EXPLOITING
Modulating is possible when the player is able to
craft relationships, and to regulate the disposition
of characters or actors in the game towards the
playable character and/or between themselves.
There is a social framework that can be molded as
the player acts within the game world. And what may
be honorable and righteous to a certain character or
actor may be nefarious to another. Fallout 3 (2008)
constitutes an excellent example of this, due to the
intricate social framework that links the games
characters and actors.
[Fallout 3s Karma system] works so that
every action you take to help or hurt others
will subsequently affect their disposition
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REFERENCES
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