September 2010
Narrative vs Interactivity: Why video games are NOT a good story-telling medium
the distinction between the synchronic and diachronic stories. The synchronic story - what happens in the game, the “story” made by the player - is “purely kinetic”, while the diachronic story - the background story, often a “proper” story - is “immutable”. Somewhere in-between are the FMV cut-scenes, which develop both the synchronic and diachronic stories, but are also immutable. Thus, any real progress in plot is always divorced from any interactive challenge. Decisions made during challenges based on timing, sequences of actions, or spatial navigation/arrangements, are not the decisions that can change the course of a story, influence relationships, or reveal something about human nature.
February 2010
Storytelling insights and innovations from around the planet - interactive, animation, film and more
Storytelling insights and innovations from around the planet. Jawbone.tv showcases the evolution of digital narrative in our modern world, including film, interactive, animation, advertising, transmedia and much more. Read on, or learn more about Jawbone.tv. * Home * Featured * Topics * News * lab
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