International Conference on the Foundations of Digital Games 2020
DOI: 10.1145/3402942.3409787
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Cited by 6 publications
(5 citation statements)
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“…The Narrator here only provides commentary during a few moments when Zagreus is interacting with other characters or with points in the environment. It must be noted that the gap between the story time and the discourse time, a concept adapted from Narratology by Juul is closed, as Zagreus is aware of the Narrator's presence and can hear his voice (Juul, 2001).…”
Section: The Narrative Of Hadesmentioning
confidence: 99%
“…The Narrator here only provides commentary during a few moments when Zagreus is interacting with other characters or with points in the environment. It must be noted that the gap between the story time and the discourse time, a concept adapted from Narratology by Juul is closed, as Zagreus is aware of the Narrator's presence and can hear his voice (Juul, 2001).…”
Section: The Narrative Of Hadesmentioning
confidence: 99%
“…Δεν θα ήταν υπερβολή να υποστηριχθεί ότι οι σημερινοί indie δημιουργοί αναπτύσσουν τίτλους με επιρροές από εκείνους που έπαιζαν ως έφηβα αγόρια και κορίτσια. Αυτές οι αισθητικές επιλογές συνδυαστικά με το μικρό προϋπολογισμό παραγωγής ταυτοποιούν το indie ως είδος (genre) και σχεδιαστική τάση (Juul, 2014). Όπως υποδεικνύει όμως και η περίπτωση του It Takes Two, η μεγάλη βιομηχανία έχει αποπειραθεί να εκμεταλλευτεί το χαρακτηρισμό των indie παιχνιδιών για δικούς της τίτλους.…”
Section: ανεξάρτητη παραγωγή: έννοια αισθητική και δικτύωσηunclassified
“…We are therefore still facing a process in the search of solidification in ways of doing (Heussner, 2019). Although Narrative Design emerged as a new area in the industrial domain of digital games, it did not arise in an isolated way, since much of what is part of the problematic of this design has been discussed over the last 25 years, in the domain of what is called Interactive Narrative or Interactive Storytelling (Laurel, 1993;Murray, 1997Murray, , 2005Crawford, 2004;Mateas, 2001;Frasca, 1999;Juul, 2001;Aarseth, 2004;Ryan, 2003;Ryan & Thon 2014). It was within these areas that our work began (Zagalo, Branco, & Barker, 2003), and that came to enhance the framework of narrative design that we will present.…”
Section: Introductionmentioning
confidence: 99%