Writing for the player : adapting a traditional screenplay into an interactive format
Autor(a) principal: | |
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Data de Publicação: | 2013 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.14/16455 |
Resumo: | Video games are one of the most powerful storytelling tools of today and possess one intriguing and complex element: interactivity. Player interaction is often difficult to implement within the structure of a story and, as such, many games opt for a linear narrative structure, rather than giving players control over the course of the story’s events. The main goal of this work is to understand the evolution of storytelling within games, by analyzing their history, and to bridge the gap between traditional screenwriting and interactive storytelling, by exploring the process of adaptation from one medium to the other. By approaching interactivity as a new tool for storytelling, this work aims to create an understandable compilation of the mechanics and tropes that make up successful video game narratives. This dissertation also delves into the future possibilities of storytelling in video games, by exploring the limitations of today’s technology and the existence of future autonomous, dynamic, procedural and artificially intelligent story creation systems. |
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Writing for the player : adapting a traditional screenplay into an interactive formatStoryVideogamesInteractivityEvolutionChoiceDomínio/Área Científica::Humanidades::ArtesVideo games are one of the most powerful storytelling tools of today and possess one intriguing and complex element: interactivity. Player interaction is often difficult to implement within the structure of a story and, as such, many games opt for a linear narrative structure, rather than giving players control over the course of the story’s events. The main goal of this work is to understand the evolution of storytelling within games, by analyzing their history, and to bridge the gap between traditional screenwriting and interactive storytelling, by exploring the process of adaptation from one medium to the other. By approaching interactivity as a new tool for storytelling, this work aims to create an understandable compilation of the mechanics and tropes that make up successful video game narratives. This dissertation also delves into the future possibilities of storytelling in video games, by exploring the limitations of today’s technology and the existence of future autonomous, dynamic, procedural and artificially intelligent story creation systems.Veritati - Repositório Institucional da Universidade Católica PortuguesaSousa, Henrique Alves de2015-01-29T09:59:41Z201420132014-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.14/16455enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-10-17T01:35:17Zoai:repositorio.ucp.pt:10400.14/16455Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:13:41.861422Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Writing for the player : adapting a traditional screenplay into an interactive format |
title |
Writing for the player : adapting a traditional screenplay into an interactive format |
spellingShingle |
Writing for the player : adapting a traditional screenplay into an interactive format Sousa, Henrique Alves de Story Videogames Interactivity Evolution Choice Domínio/Área Científica::Humanidades::Artes |
title_short |
Writing for the player : adapting a traditional screenplay into an interactive format |
title_full |
Writing for the player : adapting a traditional screenplay into an interactive format |
title_fullStr |
Writing for the player : adapting a traditional screenplay into an interactive format |
title_full_unstemmed |
Writing for the player : adapting a traditional screenplay into an interactive format |
title_sort |
Writing for the player : adapting a traditional screenplay into an interactive format |
author |
Sousa, Henrique Alves de |
author_facet |
Sousa, Henrique Alves de |
author_role |
author |
dc.contributor.none.fl_str_mv |
Veritati - Repositório Institucional da Universidade Católica Portuguesa |
dc.contributor.author.fl_str_mv |
Sousa, Henrique Alves de |
dc.subject.por.fl_str_mv |
Story Videogames Interactivity Evolution Choice Domínio/Área Científica::Humanidades::Artes |
topic |
Story Videogames Interactivity Evolution Choice Domínio/Área Científica::Humanidades::Artes |
description |
Video games are one of the most powerful storytelling tools of today and possess one intriguing and complex element: interactivity. Player interaction is often difficult to implement within the structure of a story and, as such, many games opt for a linear narrative structure, rather than giving players control over the course of the story’s events. The main goal of this work is to understand the evolution of storytelling within games, by analyzing their history, and to bridge the gap between traditional screenwriting and interactive storytelling, by exploring the process of adaptation from one medium to the other. By approaching interactivity as a new tool for storytelling, this work aims to create an understandable compilation of the mechanics and tropes that make up successful video game narratives. This dissertation also delves into the future possibilities of storytelling in video games, by exploring the limitations of today’s technology and the existence of future autonomous, dynamic, procedural and artificially intelligent story creation systems. |
publishDate |
2013 |
dc.date.none.fl_str_mv |
2013 2014 2014-01-01T00:00:00Z 2015-01-29T09:59:41Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.14/16455 |
url |
http://hdl.handle.net/10400.14/16455 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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