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Video Game SpacesImage, Play, and Structure in 3D Worlds$
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Michael Nitsche

Print publication date: 2008

Print ISBN-13: 9780262141017

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262141017.001.0001

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Combining Interaction and Narrative

Combining Interaction and Narrative

Chapter:
(p.47) 5 Combining Interaction and Narrative
Source:
Video Game Spaces
Author(s):

Michael Nitsche

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262141017.003.0032

This chapter analyzes the merger of interactive and narrative elements in the game space. The discussions cover the story and plot; function and plot; discourse in video games; the quest; and the concept of the monomyth. It argues that without narrative elements, a 3D video game would be in danger of disintegrating into singular unconnected splinters of momentary interaction. The quest model offers a way to connect these instances through a narrative framework suitable for game spaces and promises to support a meaningful comprehension through spatial structuring. In this regard, the concept of the monomyth promises to support engaging game worlds as it offers some structural format but leaves its realization open to the player.

Keywords:   3D video games, game worlds, video game spaces, narrative elements, interactive elements, plot, discourse, quest, monomyth

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