Dear Esther to me felt
more like watching a small movie than actually playing a video game, the only
thing is that in order to have a story the player must interact with the game.
The game at the beginning did not provide much on terms of the goal of it.
Usually, at the beginning of games you have a goal or objectives set, so you
know how to interact with your avatar and how to move on in the game. At the beginning,
the game shows a little narrative and the player sees himself left alone in an
island, to move as he wishes. As the
player moves along the game, in some particular places other small narratives
appear setting more or less the tone of the game. With this game I could see Henry Jenkins
emergent narratives. The game is set up in a way that the player feels “free”
to move where he wants but at the same time it is constricted because some
parts of the game do not offer a narrative, so the player is just left
exploring through the island. Also, in this game we can see Jenkins embedded
narratives, since the player is left to explore the island and the narratives
that appear are not shown in order, the player is left doing a detective work,
figuring out how to put together the story and finding out the goal of the game.
Overall I think this game is really a good example of Jenkins narratives and how
game designers are narrative architectures, because part of the story of Dear
Esther is the design of the island and the environmental elements of it.
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