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Chapter Four The essence of an Interactive fiction |
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The Genre Time location affects the genre directly as being the closest in the family.. The genre is the general theme that defines the characteristics of the story in terms of the logic of events and interactions. The genre defines if it is about a true life event, a fantasy, or science fiction. A different process is adapted when visualizing a text depending on its genre. Designing the characters, props, stage set, and the "décor" differs from creating a 1950 movie to a 22nd century sci-fi. Sense and sensibility took place in beautiful old mansions showing ladies with old customs riding carriages with horses. While Total Recall's stage location was divided between Earth and Mars, and most of the stunts were aliens or creatures that represented the Director's futuristic vision of humans. Different genres are aimed at different groups of spectators, and choosing the actors is dependent on this issue as well. The Last action Hero movie, starring Arnold Schwarzneger (instead of Tom Hanks) is a good example. What applies to Science fiction audience is most likely detested by others, and vice versa This applies to computer games as well. Game players are divided into groups, but without any accurate boundaries and separations of course. Science fiction games, fantasy, shoot'em ups, and contemporary adventure games have their different audience. But those who play Age of empire wouldn't mind playing quake.. and would certainly love to play Resident Evil. For it is all entertainment for them. Noah Falstein explains the difference between these types:
Do we employ magic potions and swords, or laser guns and nuclear chargers? Maybe just ride your tank and blow the enemies base away. These are some of the questions that should be asked frequently when designing a game. This is Genre dependent, and follows the plot course, being the closest interactive factors of the game. Choosing the genre is location based generally. And fantasy games tend to be location-based more than anything else. This is because most fantasy is based in some part on folklore from the area, which the game is set. (2)
For example, Selphie asks Squall to join her in the Garden's festival committee, (Final Fantasy VIII) his refusal will create some disturbance in their relationship, which might affect their teamwork. (But saying no to such a good-looking girl modeled with highly detailed graphics -thanks to the talented artists- requires more courage than that needed to fight fierce monsters.) This type of multiple-options games that require listening to long conversations and reading long articles might be boring if not very well drawn, and cleverly designed Shoot'em ups and arcade games rely on the player immersion caused by sound and graphics, and in some cases, Haptic feed back. Networked games are becoming a well-established type of their own. They can be one of any of the aforementioned types, but you are no longer playing against the computer. The characters you are shooting at are not agents with AI programmer behind. They are other live players. Playing the game over and over won't make you able to memorize where is the enemy's hiding place, you will have to be predictive and set all your senses for a possible attack anytime. The relationship with your character and other players' become more natural, and you might feel more pleasure shooting someone you know, rather than being in a fight with a computer. |
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[Time location] - [Time] - [The Genre] - [The plot] - [The quest] - [Characters] - [Point of view] (1)Falstein, Noah. Silicon Hollywood: A status report.[1998] http://www.theinspiracy.com (2)Wilson, Gerry Kevin. Genre study (Fantasy). University of California, Berkly. Rec.arts.int-fiction news group (initial design for interactive arts)- 1995 (3) Wilson, Gerry Kevin. Same source (4)Le Corbusier,
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