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A Functional Perspective on Narrative in Computer Games - Wolf Maul

A Functional Perspective on Narrative in Computer Games - Wolf Maul

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Riven – Left image: Atreus gives <strong>in</strong>structi<strong>on</strong>s as the game starts. Right image:<br />

Strange creatures rest <strong>on</strong> some rocks before swimm<strong>in</strong>g away <strong>in</strong> <strong>on</strong>e of Riven’s<br />

animated sequences.<br />

The perspective <strong>in</strong> Riven is first pers<strong>on</strong>. Views are life-like and presented <strong>in</strong> a slide-show<br />

style <strong>in</strong> which movement (forward or turn<strong>in</strong>g) will flip to the next moti<strong>on</strong>less view. The<br />

<strong>in</strong>terface uses simple po<strong>in</strong>t-and-click mouse c<strong>on</strong>trol for movement and object manipulati<strong>on</strong><br />

(push butt<strong>on</strong>s, pull levers, turn valves, and so <strong>on</strong>). The cursor changes shape to <strong>in</strong>dicate which<br />

type of acti<strong>on</strong> is possible. Only a few items (the false l<strong>in</strong>k<strong>in</strong>g-book and some diaries and notes)<br />

are available to add to the player’s <strong>in</strong>ventory. Noth<strong>in</strong>g can be d<strong>on</strong>e with these items except to<br />

read them or, <strong>in</strong> special circumstances, give them away.<br />

Riven – Left image: Gehn’s laboratory notebook provides clues to the operati<strong>on</strong> of<br />

mach<strong>in</strong>ery <strong>on</strong> the islands. Right image: Walkway outside Gehn’s lab.<br />

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