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Advisor(s)
Abstract(s)
Todos os videojogos são constituídos por uma componente visual, textual e mecânica, que
funcionam em conjunto para produzir uma experiência audiovisual interativa única. A
questão de como misturar estas três vertentes é um tópico bastante vago e abrangente,
com múltiplas teorias e métodos práticos sobre como tirar o maior proveito da
interatividade do meio. Um destes conceitos é a narrativa ambiental, um nome dado à
técnica de utilizar o espaço do jogo para representar a narrativa.
Com esta dissertação pretende-se investigar o propósito da narrativa ambiental num
videojogo, os seus méritos, e o modo como esta pode ser utilizada para tirar maior
proveito do enredo e do ambiente de um jogo. Foi desenvolvido um modelo de
categorização para identificar os seus variados usos, que foi depois aplicado a um corpus
de estudo constituído por Tacoma (Fullbright, 2017) e Dishonored 2 (Arkane Studios,
2016).
All videogames are shaped by a visual, textual and mechanical component, which work together to create an unique interactive audio-visual experience. The question of how to intermingle these three components is a very broad and vague topic, with multiple theories and practical methods on how to best utilize the interactivity of the medium. One of these concepts is environmental storytelling, a name given to the technique of utilizing the environment of a game to represent the narrative. This dissertation intends to investigate the purpose of environmental storytelling in a videogame, its merits, and how it can be utilized to make the most out of a game’s plot and environment. A categorization model was developed to identify its varied uses, later applied to a corpus comprised of Tacoma (Fullbright, 2017) and Dishonored 2 (Arkane Studios, 2016).
All videogames are shaped by a visual, textual and mechanical component, which work together to create an unique interactive audio-visual experience. The question of how to intermingle these three components is a very broad and vague topic, with multiple theories and practical methods on how to best utilize the interactivity of the medium. One of these concepts is environmental storytelling, a name given to the technique of utilizing the environment of a game to represent the narrative. This dissertation intends to investigate the purpose of environmental storytelling in a videogame, its merits, and how it can be utilized to make the most out of a game’s plot and environment. A categorization model was developed to identify its varied uses, later applied to a corpus comprised of Tacoma (Fullbright, 2017) and Dishonored 2 (Arkane Studios, 2016).
Description
Keywords
Ambiente 3d Cenário Narrativa Narrativa Ambiental