Directing narrative in gameplay: player interaction in shaping narrative in the witcher 3

Nicole E M Vickery, Nicoletta Tancred, Peta Wyeth, Daniel M. Johnson
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引用次数: 1

Abstract

The overall aim of this research was to explore how players interact with narrative in videogames. This paper reports on results from a diary study over a two-week period while playing one narrative-drive game. An analysis of participants' diary entries suggests that those who engaged in directing narrative activities in The Witcher 3 described their interactions in three key ways: passive interaction, active interaction, and dialogue choices. These results demonstrate the combined narrative structures (linear and branching) in The Witcher 3. The identified interactions also represent the narrative as a gameplay element given how players describe interacting with story element even when completing other activities.
在游戏玩法中引导叙述:在《巫师3》中塑造叙述的玩家互动
这项研究的总体目标是探索玩家如何与电子游戏中的叙述互动。本文报告了一项为期两周的日记研究结果,同时玩一款叙事驱动游戏。对参与者日记条目的分析表明,那些参与《巫师3》叙事活动的人以三种关键方式描述他们的互动:被动互动、主动互动和对话选择。这些结果展示了《巫师3》的综合叙事结构(线性和分支)。考虑到玩家在完成其他活动时如何描述与故事元素的互动,已确定的互动也将叙述视为玩法元素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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