Sunday, October 14, 2012

Narrative Architecture

I have never experienced games that are even moderately close in style to "Passage" or "Dear Esther". Both of which are dependent on the choices the gamer makes. The beginning is more about the experience of learning how the story of the game rather than actually progressing through it. For example, in "Dear Esther" you are clueless as to what you are to do for the first half of the game. The only thing to progress the character is to explore the map. The gamer eventually begins to realize a story line after approximately half the game.
I actually think the narrative architecture is more significant and pronounced in "Passage". The story line is very well constructed, especially for a 5 minute game. The player can choose to pick up the woman or not which affects the rest of the game. The game symbolizes and person's life and how the chooses he or she makes predispose that life.


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