Abstract
This paper seeks to explore the construction of narrative space in 3D PC computer games. With reference to Stephen Heath’s theory of filmic narrative space, the paper will examine how computer games, based on the rendition of a continuous 3D, real-time interactive environment, construct a distinct mode of narrativisation. The dynamic imbrication of the manipulation of 3D objects in a virtual world and the (re)presentation of this virtual mise-en-scene constitute an interaction that affects the concept of narrative in computer games. This leads to several questions that the paper seeks to investigate: How does the construction of space in PC games contribute to the meaning-making process or the gamer’s experience of narrative? How then is this experience of narrative game-space different from that of film?
Original language | English |
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Title of host publication | Screenplay |
Subtitle of host publication | Cinema/Videogames/Interfaces |
Place of Publication | London |
Publisher | Wallflower |
Pages | 98-109 |
Number of pages | 11 |
ISBN (Print) | 190336423X |
Publication status | Published - 2002 |