Friday, October 12, 2012
Dear Esther
Today, we played the game, "Dear Esther". This game has no clear objectives or definite instructions from the beginning of the game to its end. Normally, video games have goals and objectives that the player must complete in order to move on in the game; yet, "Dear Esther" is different. It is a type of game that emphasizes embedded and emergent narratives. When starting the game, there is a short narrative and the player finds him/herself on an island. There are no directions given. The player is left to understand how he/she can control the avatar, and explore the island. Short narratives are revealed at random places while the player explores the environment of the game. This shows the embedded narrative of the game in which the player acts as a detective and uncovers the mysteries of the game. Although the player has the "freedom" to play the game however he/she desires, the game designers actually designed how much the player can control and how the player can be indirectly lead to discover the secrets of the island. The emergent narrative of "Dear Esther" is revealed in this imagined "freedom" of gameplay. The avatar's slow movement exemplifies the contemplative theme of the game and "persuades" the player to admire the ominous beauty of the island. The graphics of the game are incredibly life-like and contribute to the game's main themes. I enjoyed watching the gameplay of "Dear Esther" and I feel that it helped me understand exactly how game designers act as architects.
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