Game creators use distinct forms of narrative architecture
to convey ideas in the games that will evoke some sort of interest and response
from the player, through means of interaction. In Passage for instance, the
male character is faced with a decision at the beginning of the game whether or
not to continue through the passage by himself or to take a female partner with
him. If he goes by himself he probably has better chances of gathering
treasures but if he takes the female character with him he has companionship
but will probably not be able to seize every treasure and opportunity. In Dear
Esther, the layout of the island and the interactive possibility space and
sequences involved illustrate the creator’s narrative architecture. It also
alludes to ideas about death. The Graveyard expresses the creator’s ideas of
life and time, and how time goes by very quickly and once time is up, the only
thing left in life is death.
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