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The Illusion of Choice: Interactive Narration in Dragon Age II
by orbjargardttir 1990 Borghildur
Institution: | University of Iceland |
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Year: | 2017 |
Keywords: | Enska |
Posted: | 02/01/2018 |
Record ID: | 2177677 |
Full text PDF: | http://hdl.handle.net/1946/27128 |
This thesis is an examination of interactive role-playing game Dragon Age II (2011), by video game studio BioWare, from the point of view of narratology. The basic foundation of narrative, as theorised by Grard Genette and Mieke Bal, is analysed and discussed, and found to be somewhat lacking as regards a reading of a video game. Although the basic components of narrative, such as mimesis and diegesis, are easily accessed through these theories, more complex ideas of narrator and focalisation prove difficult to position. This is due to a video game being a visual medium. Here, an application of narratology as it pertains to film readings provides a better overview of the function of narrator and focaliser in this video game. It is concluded that the adaptation of Bals theories to film by Celestino Deleyto may be applied not only to film, but a different visual medium such as an interactive video game. The issue of interactivity is addressed extensively. In order to build a coherent and compelling narrative experience for the player, interactivity must be limited in some manner as todays technology does not allow for an emotionally immersive experience built purely out of user input. It is established that the active participation in the narrative allows the player much greater agency than any traditional form of storytelling. The player may take a moral stance of the events of the narrative through the use of a branching structure, or dialogue tree. The game encourages the player to build emotional bonds with secondary characters, furthering the illusion of interactivity. Despite tracing a route already set by the authors of the game, the player feels engaged and in control through the choices provided. Despite the narrative not being truly interactive, the illusion of choice is sufficient for the player to experience narrative control.
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