Wednesday, February 08, 2006


First of all, I found this chapter much better than Chapter 3.
It seems that Jenkins talks about another aspect of gaming besides the plots and the characters and that is Spatial and environmental Storytelling.

The emphasis is not on the story or the character but on the settings, scenes and the place where the event is taking place.

What environmental design does is, " Environmental storytelling creates the preconditions for an immersive narrative experience." and this is one thing that hooks up any player to any video game! the graphics that depict real like world! I am still amazed at the War of the Warcraft.
sometimes i wish to be there.

I mean if there wasn't an environment constructed.. imagine playing in a dark area where you would feel completely blind. Probably, the environmental design is something like in movies, where there is an establishing shot that gives a sense to the audiences.. what the Actors social status is and his/her relationship with the environment around him/her.

But Jenkin also states, " When gamer magazines want to describe the experience of gameplay, there are more likely to reproduce maps of the game world than to recount thier narratives."
" before we talk about game narratives we need to talk about game spaces."

Well, i have a car racing game on my cell phone, eventhough the quality isnt nice, but its kind of nice to drive through the city than any plain road.

What my question is that, does environmental design affects game stories, as Jenkin says? since even the plots today, have nothing new but to find and kill.. would games be any more interesting if the graphics werent that real? or would have video game industry recieved so much attention if there wasn't any spatial or environmental storytelling?

neat article..


At 4:55 PM, Blogger Curtisgeist said...

Games systems, involving exploration and other kinds, can be more interesting even or perhaps especially when they are less realistic, bringing up questions of the usefulness in entertainment of representational abstraction. NetHack has been played for two decades because its mechanics of spatial exploration and some other elements surely, ar fascinating.

At 5:17 PM, Blogger Kasey Bradley said...

I think that a lot of not-so-realistic games can be a lot of fun. Wire-frame "Mike Tyson's Punchout" was always good. There's an incredible golf game for PC called "Golf?" and it doesn't look anywhere near realistic, but the design is so original you can't help but love the way it looks.

Maybe designers need to move away from realism and just get more creative.


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