Analysis of the narrative interrelationships between interactivity and cutscenes in video games via a case study of seven video games from Assassin's Creed Saga

被引:0
|
作者
Esteban-Espinosa, German [1 ]
机构
[1] Univ CEU San Pablo, Madrid, Spain
关键词
Video game; kinematics; audiovisual narrative; methodology;
D O I
暂无
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This article addresses the study of the relationships between the interactive parts and the cinematics or cutscenes of a video game through the analysis of seven titles in the Assassin's Creed saga. First, the topic is introduced and contextualized. A review of the theoretical framework is carried out to point out the great need for new writings that replace the very scarce existing bibliography on this subject. Next, a consistent methodology is applied in the transcription of the video game plot, indicating in detail which parts are interactive, which are cinematic and which are a fusion of both. Once the study is done, we present the results and discuss them, noting how in all the titles there is a clear concern to see what the usefulness of the kinematics is, constantly experimenting with the relationship between these and the playable parts to arrive at the best way of putting together the plot of the video game, which suggests that excluding cinematics from the analysis of a video game is a mistake.
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页码:107 / 116
页数:10
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