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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found myself almost completely engrossed <strong>in</strong> the ficti<strong>on</strong> frame. When elements were miss<strong>in</strong>g<br />
or poorly balanced, the game and world frames became most prom<strong>in</strong>ent.<br />
Perhaps my least favorite moment occurred <strong>in</strong> The L<strong>on</strong>gest Journey, when I was stuck <strong>in</strong><br />
limbo <strong>on</strong> a balc<strong>on</strong>y with noth<strong>in</strong>g to do and no idea how to leave. There was another character<br />
stand<strong>in</strong>g next to me. I had just f<strong>in</strong>ished a c<strong>on</strong>versati<strong>on</strong> with him, but the available dialogue<br />
sequence didn’t allow me to ask him how to leave. Whenever I approached him to talk, the<br />
dialogue would unfold like this:<br />
Hello, Mr. Westhouse<br />
Back aga<strong>in</strong> so so<strong>on</strong>, Miss Ryan?<br />
I should get go<strong>in</strong>g.<br />
Alright.<br />
The L<strong>on</strong>gest Journey – On a small balc<strong>on</strong>y with no place to go. All logic breaks<br />
down when it is impossible to leave and yet the pers<strong>on</strong> stand<strong>in</strong>g right beside you<br />
doesn’t notice.<br />
Then he’d dr<strong>in</strong>k from his flask and noth<strong>in</strong>g would have changed. If I approached him<br />
aga<strong>in</strong>, we’d have the same c<strong>on</strong>versati<strong>on</strong> with no <strong>in</strong>dicati<strong>on</strong> that we’d just been talk<strong>in</strong>g or that I<br />
had been stand<strong>in</strong>g next to him all this time. Eventually, I went <strong>on</strong>l<strong>in</strong>e and found out the answer<br />
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