In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the gameplay in collaboration with the players. A case is first made for the presence of narrative in video games and its growth of importance as a central component in game design. An in-depth analysis ensues focusing on how games tell stories, guided by the criteria of linearity/nonlinearity, interactivity and randomness. Light is shed upon the fundamental architectures through which stories are told as well as the essential boundaries posed by the close link between narrative and game AI.
Read MoreThis article has studies a new way of artistic expression that is developed around the art of gaming؛ machinima. Regardless of the impact of video games on society, the way audiences’ look to these kinds of games and the effort to create a new experience led to a specific style of audiovisual production, which now we known as machinima. But the question is raised that machinima how and on what basis and with which one is created and basically this concept is art or not?
Read MoreMachinima: Video Game As An Art Form?
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinima is the “art of making animated movies in a 3D virtual environment in real time” (Marino, 2004, p. 2). More simply, it means making films from video games. Studying this new hybrid form, this communication seeks to investigate the present and the future of these practices, which aspire to become a medium itself. After the exploration of the characteristics of this new technology, I will investigate its consequences on the video game industry, demonstrating how video games are used in new ways, i.e. not as a playing hobby but as a technology for producing audio-visual art, animated films to be more exact.
Read MoreWhen it comes to collecting customer data, the games industry is in a unique and enviable position. Unlike other sectors where customer data is often incomplete, games makers and marketers can access a wealth of live data about every single one of their players. But it wasn’t always so. Games used to be sold almost […]
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