Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices
Technological advancements in computer simulation and stimulation have brought the experience of visual and auditory immersion in modern video games to a level rivalling the filmic medium. As game immersion improved, so did the complexity and depth of the stories that began to be constructed for the...
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sg-ntu-dr.10356-627722019-12-10T13:26:53Z Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices Tan, Ryan Rui Yang Brian Keith Bergen-Aurand School of Humanities and Social Sciences DRNTU::Humanities::Literature::English Technological advancements in computer simulation and stimulation have brought the experience of visual and auditory immersion in modern video games to a level rivalling the filmic medium. As game immersion improved, so did the complexity and depth of the stories that began to be constructed for the interactive screen. These advancements in game narratives and their presentation however, have not been accompanied by the depth of systematic literary study that these rising virtual stories have the potential for. Unlike film which has a pre-directed temporal form for its spectator to experience, in Irrational Games’ 2013 video game Bioshock Infinite, the temporal structure of the game’s presentation is malleable and the discourse undergoes further distortions of temporal relationships during the subjective player-directed experience of the narrative. This paper therefore seeks to examine the ways in which Bioshock Infinite constructs a fundamentally different experience of narrative time through the impact that conscious and subconscious player choice has on its temporal structure. Bachelor of Arts 2015-04-29T01:42:32Z 2015-04-29T01:42:32Z 2015 2015 Final Year Project (FYP) http://hdl.handle.net/10356/62772 en Nanyang Technological University 34 p. application/pdf |
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DRNTU::Humanities::Literature::English Tan, Ryan Rui Yang Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
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Technological advancements in computer simulation and stimulation have brought the experience of visual and auditory immersion in modern video games to a level rivalling the filmic medium. As game immersion improved, so did the complexity and depth of the stories that began to be constructed for the interactive screen. These advancements in game narratives and their presentation however, have not been accompanied by the depth of systematic literary study that these rising virtual stories have the potential for. Unlike film which has a pre-directed temporal form for its spectator to experience, in Irrational Games’ 2013 video game Bioshock Infinite, the temporal structure of the game’s presentation is malleable and the discourse undergoes further distortions of temporal relationships during the subjective player-directed experience of the narrative. This paper therefore seeks to examine the ways in which Bioshock Infinite constructs a fundamentally different experience of narrative time through the impact that conscious and subconscious player choice has on its temporal structure. |
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Brian Keith Bergen-Aurand |
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Brian Keith Bergen-Aurand Tan, Ryan Rui Yang |
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Final Year Project |
author |
Tan, Ryan Rui Yang |
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Tan, Ryan Rui Yang |
title |
Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
title_short |
Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
title_full |
Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
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Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
title_full_unstemmed |
Bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
title_sort |
bioshock infinite : modifications of game-narrative temporality by player choice through narraludic devices |
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2015 |
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http://hdl.handle.net/10356/62772 |
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1681036863809257472 |