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Abstract(s)
Este documento concentra-se na criação de uma narrativa multilinear para um videojogo, em
que as escolhas dos jogadores moldam a trajetória e desfecho da história. Tendo por base, e
como inspiração, jogos como Detroit: Become Human (2018), foi feita uma análise de jogos de
narrativas interativas através de uma fundamentação teórica.
O objetivo central deste projeto foi o de explorar este tipo de narrativas, buscando um equilíbrio
ideal entre interatividade e coesão narrativa. Através da realização do projeto, realizado em
Twine, procurou-se fornecer uma reflexão sobre as dificuldades inerentes a essa tarefa,
concluindo que a construção de uma narrativa multilinear exige elementos fundamentais por
parte do narrative designer, incluindo um sólido entendimento do design narrativo para a
criação da própria narrativa, uma organização eficaz de modo a manter a trama bifurcada e
coesa, e, por fim, uma compreensão profunda da relação entre narrativa e interatividade.
This document focuses on the creation of a multilinear narrative for a video game, where players' choices shape the trajectory and outcome of the story. Based on, and taken as inspiration, games such as Detroit: Become Human (2018), an analysis of interactive narrative games was carried out using a theoretical foundation. The central objective of this project was to explore this type of narratives, seeking an ideal balance between interactivity and narrative cohesion. Through carrying out the project, made in Twine, it was sought to provide a reflection on the difficulties inherent of this task, concluding that the construction of a multilinear narrative requires fundamental elements on the part of the narrative designer, including a solid understanding of narrative design, for the creation of the narrative itself, an effective organization in order to keep the plot bifurcated and cohesive, and, finally, a deep understanding of the relationship between narrative and interactivity.
This document focuses on the creation of a multilinear narrative for a video game, where players' choices shape the trajectory and outcome of the story. Based on, and taken as inspiration, games such as Detroit: Become Human (2018), an analysis of interactive narrative games was carried out using a theoretical foundation. The central objective of this project was to explore this type of narratives, seeking an ideal balance between interactivity and narrative cohesion. Through carrying out the project, made in Twine, it was sought to provide a reflection on the difficulties inherent of this task, concluding that the construction of a multilinear narrative requires fundamental elements on the part of the narrative designer, including a solid understanding of narrative design, for the creation of the narrative itself, an effective organization in order to keep the plot bifurcated and cohesive, and, finally, a deep understanding of the relationship between narrative and interactivity.
Description
Keywords
Agência do Jogador Interatividade Narrativa Interativa Narrativa Multilinear