Abstract
In this text, I investigate storytelling artifacts, virtual objects representing events in a game’s storyworld. I analyze the phenomenon using existing literary theory, propose a specific model of ordering, availability, and mechanical significance, and argue for the uniqueness of their narrative capabilities.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
2K Boston and 2K Australia. Bioshock. Microsoft Windows, Xbox 360, PlayStation 3, OS X, OnLive (August 21, 2007)
Aarseth, E.J.: A Narrative Theory of Games. In: Foundations of Play and Games 2012 Proceedings (2012)
Aarseth, E.J.: Allegories of Space: The Question of Spatiality in Computer Games. In: von Borries, F., Walz, S.P., Bottger, M. (eds.) Space Time Play: Computer Games, Architecture and Urbanism - the Next Level, September 1, pp. 152–171 (2007)
Aarseth, E.: From hunt the wumpus to everQuest: Introduction to quest theory. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds.) ICEC 2005. LNCS, vol. 3711, pp. 496–506. Springer, Heidelberg (2005)
Porter Abbott, H.: The Cambridge Introduction to Narrative, 2nd edn. (April 17, 2008)
Atkin, A.: Peirce’s Theory of Signs. In: Zalta, E.N. (ed.) The Stanford Encyclopedia of Philosophy, Winter 2010 (November 15, 2010), http://plato.stanford.edu/archives/win2010/entries/peircesemiotics/ (visited on April 11, 2012).
Blizzard Entertainment. World of Warcraft. Microsoft Windows and Mac OS X (November 23, 2004)
Montreal, E.: Deus Ex: Human Revolution. Microsoft Windows, OS X, PlayStation 3, Xbox 360 (August 23, 2011)
Frictional Games. Amnesia: The Dark Descent. Microsoft Windows, OS X, Linux, OnLive (September 8, 2010)
Hocking, C.: Ludonarrative Dissonance in Bioshock (October 7, 2007), http://clicknothing.typepad.com/click_nothing/2007/10/ludonarratived.html (visited on December 05, 2014).
Howard, J.: Quests: Design, Theory, and History in Games and Narratives (February 26, 2008)
Jenkins, H.: Game Design as Narrative Architecture. In: Computer 44 (July 10, 2004)
Juul, J.: Games Telling stories? In: Game Studies 1.1 (2001), http://www.gamestudies.org/0101/juul-gts/ (visited on April 24,2013)
Juul, J.: Half-Real: Video Games between Real Rules and Fictional Worlds (2005)
Krzywinska, T.: Blood Scythes, Festivals, Quests, and Backstories: World Creation and Rhetorics of Myth in World of Warcraft. In: Games and Culture 1.4 (October 2006)
Rocksteady Studios. Batman: Arkham Asylum. PlayStation 3, Xbox 360, Microsoft Windows, OS X (August 25, 2009)
Team Bondi, Noire, L.A.: PlayStation 3, Xbox 360, Microsoft Windows (May 17, 2011)
Thatgamecompany. Journey. PlayStation 3 ( March 13, 2012)
Tomorrow Corporation. Little Inferno. Wii U, Microsoft Windows, iOS, OS X, Linux, Android (November 18, 2012)
Valve Corporation. Half-Life 2.MicrosoftWindows, Xbox, Xbox 360, PlaySta- tion 3, and Mac OS X (November 16, 2004)
Antonio Lucio Vivaldi. Le quattro stagioni. 1723
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
Krainert, T. (2014). Storytelling Artifacts. In: Mitchell, A., Fernández-Vara, C., Thue, D. (eds) Interactive Storytelling. ICIDS 2014. Lecture Notes in Computer Science, vol 8832. Springer, Cham. https://doi.org/10.1007/978-3-319-12337-0_11
Download citation
DOI: https://doi.org/10.1007/978-3-319-12337-0_11
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-12336-3
Online ISBN: 978-3-319-12337-0
eBook Packages: Computer ScienceComputer Science (R0)