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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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Baldur’s Gate uses an isometric (bird’s eye) view of the ground and characters. The<br />

ground - <strong>in</strong>clud<strong>in</strong>g trees, build<strong>in</strong>gs, and rocky areas - is pre-rendered and scrolls underneath the<br />

characters when they attempt to move off the edges of the screen.<br />

Baldur's Gate – Left image: Outdoor scene featur<strong>in</strong>g some magic effects; Right<br />

image: An underground encounter with a drag<strong>on</strong>.<br />

The <strong>in</strong>terface is accessed through the mouse and keyboard with ic<strong>on</strong>s and visual clues to<br />

c<strong>on</strong>trol multiple characters - <strong>in</strong>clud<strong>in</strong>g the ma<strong>in</strong> character - with<strong>in</strong> the adventure party. There<br />

are a wide variety of possible acti<strong>on</strong>s for each of these characters <strong>in</strong>clud<strong>in</strong>g talk, sleep, fight,<br />

cast spells, pick up objects, dr<strong>in</strong>k, and identify an item. Character acti<strong>on</strong>s are accessed through<br />

menus or comb<strong>in</strong>ati<strong>on</strong>s of ic<strong>on</strong>s and mouse clicks. A large variety of objects can be picked up,<br />

carried and used, and it is possible to freeze the acti<strong>on</strong> to provide an opportunity to give orders<br />

to the avatars for combat, mov<strong>in</strong>g <strong>in</strong>ventory, and exam<strong>in</strong><strong>in</strong>g objects.<br />

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