A Functional Perspective on Narrative in Computer Games - Wolf Maul
A Functional Perspective on Narrative in Computer Games - Wolf Maul
A Functional Perspective on Narrative in Computer Games - Wolf Maul
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locati<strong>on</strong>. The mouse is used for the majority of game play: the left butt<strong>on</strong> to move and select<br />
and the right butt<strong>on</strong> to access a menu of other acti<strong>on</strong>s <strong>in</strong>clud<strong>in</strong>g look, talk, and use object.<br />
The L<strong>on</strong>gest Journey – Left image is from April’s dream that functi<strong>on</strong>s as a tutorial<br />
to start the game; Right image shows an example of dialog <strong>in</strong> the game.<br />
Dialogues with other characters are created through menus of multiple-choice opti<strong>on</strong>s<br />
appear<strong>in</strong>g <strong>on</strong> screen as text and duplicated as audio. An <strong>in</strong>ventory of items can be collected and<br />
stored <strong>in</strong> April’s bottomless pocket. Objects can be used with each other, but comb<strong>in</strong>ati<strong>on</strong>s are<br />
limited to a few prescribed by the game as part of puzzles or small quests that advance the<br />
gameplay.<br />
The many dialogues between April and the characters she encounters provide the bulk of<br />
plot development. Some additi<strong>on</strong>al <strong>in</strong>formati<strong>on</strong> and character development are also supplied<br />
through the comments April makes when the player attempts to do someth<strong>in</strong>g (for example,<br />
have April ‘look’ at an object). The story also unfolds through April’s acti<strong>on</strong>s, (directed by the<br />
player), as she moves from place to place solv<strong>in</strong>g puzzles to move to new locati<strong>on</strong>s. F<strong>in</strong>ally,<br />
there are also several rendered 3D cut-scenes between the ma<strong>in</strong> ‘chapter’ secti<strong>on</strong>s.<br />
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