scholarly journals Fabula Nova Obscura Est: Possible Worlds in “Final Fantasy XIII-2”

2021 ◽  
Vol 3 (4) ◽  
pp. 68-90
Author(s):  
Vladislav V. Kirichenko

Modern narratological researches are quite well developed and has long gone beyond the purely philological field. One of the applications of narratology is the study of computer games, the most relevant new medium. This paper is devoted to the issue of unusual narrative strategies used in games on the example of Final Fantasy XIII-2. The analysis is conducted via the possible-worlds method, which is currently in demand in modern humanities, but it is less known in Russia. The aim of the research is to determine the function of possible worlds existing in Final Fantasy XIII-2 for a better understanding of the game design. In the course of the work, the author examines the internal structure of the game world with the help of the theory of possible worlds, analyzes the narrative strategy, and makes a game scheme of possible worlds with accessibility links which let to see the deep internal structure of the narrative game world. In conclusion, it is clear that Final Fantasy XIII-2 contains a non-trivial narrative structure with multiple branches that is smoothed out by the gameplay and cinematic experience of the player, although such a composition of possible worlds represents a complex scheme of the game's macrocosm which demands a close attention to the narrative. The article is intended for various humanitarian specialists interested in the study of computer games.

2008 ◽  
Vol 5 (2) ◽  
pp. 1-9
Author(s):  
Cheryl Seals ◽  
◽  
Jacqueline Hundley ◽  
Lacey Strange Montgomery ◽  
◽  
...  

Author(s):  
James Berg

This chapter describes challenges involved in the development of Dragon Age™: Inquisition, in particular, problems arising from the size of the game world, as well as combat mechanics and player classes and playstyles. It shows how GUR directly contributed to game design decisions, for example, in terms of menu and UI design.


2021 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Yedija Prima Putra ◽  
Erdhi Widyarto Nugroho ◽  
Hendra Prasetya

At present, the development of the game world is increasing. A lot of which utilize various sensors as input. However, many of these games have no educational value. Therefore, the game titled "Terjumlah" is designed, which has educational value, in this case math material. In the making of the game, collaborated using kinect sensor that can detect the movement of the user, to be more active and interactive.


2021 ◽  
Vol 44 (3) ◽  
Author(s):  
Vahid Medhat ◽  
Hossein Pirnajmuddin ◽  
Pyeaam Abbasi

This article applies the theory of possible worlds to the field of translation studies by examining the narrative worlds of original and translated texts. Specifically, Marie-Laure Ryan’s characterization of possible worlds provides an account of the internal structure of the textual universe and the progression of the plot. Based on this account, one of the stories from Rumi’s Masnavi is compared to Coleman Barks’s English translation. The possible worlds of the characters and the unfolding of the plots in both texts are examined to assess the degree of compatibility between the textual universes of the original and the translated texts and how significant this might be. It also examines how readers reconstruct the narrative worlds projected by the two texts. The analysis reveals some inconsistencies in the way the textual universes of the original and translated texts are furnished and in the way readers reconstruct the narrative worlds of the two texts. The inability of translation to fully render the main character results in some loss in terms of the pungency and pithiness of the original text. It is also shown that the source text presents a richer domain of the virtual in comparison, suggesting a higher degree of tellability in the textual universe of the Masnavi’s narrative.


Author(s):  
Miguel Sicart

In this chapter the authors define ethical gameplay as a consequence of game design choices. The authors propose an analytical model that defines ethical gameplay as an experience that stems from a particular set of game design decisions. These decisions have in common a design method, called ethical cognitive dissonance, based on the conscious creative clash between different models of agency in a game. This chapter outlines this method and its application in different commercial computer games.


Author(s):  
Yam San Chee ◽  
Kenneth Yang Teck Lim

This chapter considers the use of computer games to help students construct their personal identity and develop dispositions that become active and responsible citizenship. It argues that the construction of identity requires both performative and narrative components and that these elements can be realized in a learning environment that affords students the opportunity to engage in a dialectic interplay between role playing in a game world and dialogic interaction outside of the game world. Research findings from an initial data set showing how students project their identities onto in-game characters are shared. The findings suggest that role playing in computer games can be effective in fostering attitudes, values, and beliefs desired of citizenship education.


2019 ◽  
Vol 26 (3) ◽  
pp. 836-860
Author(s):  
Michel Dion

Purpose The purpose of this paper is to see to what extent Hans-Georg Gadamer’s hermeneutic philosophy could be used to unveil how corporate discourse about financial crimes (in codes of ethics) is closely linked to the process of understanding. Design/methodology/approach Corporate ethical discourse of 20 business corporations will be analyzed, as it is conveyed within their codes of ethics. The companies came from five countries (USA, Canada, France, Switzerland and Brazil). In the explanatory study, the following industries were represented (two companies by industry): aircrafts/trains, military, airlines, recreational vehicles, soft drinks, cigarettes, pharmaceuticals, beauty products, telecommunications and banks. Findings Historically-based prejudices in three basic narrative strategies (silence, chosen items and detailed discussion) about financial crimes are related to the mindset, to the basic outlook on corporate self-interest or to an absolutizing attitude. Research limitations/implications The historically-based prejudices that have been identified in this explanatory study should be analyzed in longitudinal studies. Practical implications The historically-based prejudices that have been identified in this explanatory study should be analyzed in longitudinal studies. Historically-based prejudices could be strengthened by the way corporate codes of ethics deal with financial crimes. They could, thus, have a deep impact on the organizational culture in the long-run. Originality/value The paper analyzes the way corporate codes of ethics use given narrative strategies to address financial crimes issues. It also unveils historically-based prejudices that follow from the choice of one or the other narrative strategy.


1997 ◽  
Vol 16 (1) ◽  
pp. 151-203 ◽  
Author(s):  
Nancy Worman

Certain Greek texts depict Helen in a manner that connects her elusive body with the elusive maneuvers of the persuasive story. Her too-mobile body signals in these texts the obscurity of agency in the seduction scene and serves as a device for tracking the dynamics of desire. In so doing this body propels poetic narrative and gives structure to persuasive argumentation. Although the female figure in traditional texts is always the object of male representation, in this study I examine a set of images of a female body whose representation ultimately seems to frustrate the narrative strategies for which its depiction was created. What emerges in the fifth century as a rhetorical technique begins in Book 3 of the Iliad as a narrative strategy that uses Helen's cloaked and disappearing body to catalyze plot, and develops in Sappho's fr. 16 into a logic of desire shaped by the movement of Helen's and other bodies in the visual field. Gorgias, in the Encomium of Helen, transforms these depictions of Helen into an argument that is structured by Helen's body, an argument that Helen herself employs in Euripides' Troades, where her own body serves as the anatomy of her argument. These texts all associate Helen's body with a type of persuasive narrative that repeatedly invokes the field of vision, describing physical presence in terms that aim at attracting the eye. At the same time this verbal portraiture disrupts the audience's perspective by depicting bodies as cloaked, mobile, and/or half seen, and by obscuring distinctions between desirer and desired, viewer and viewed. As both subject and object in this viewing process, Helen's body comes to be associated with the double vision of seduction (i.e., the shunting of her body from desiring eye to desired object) and the distracting power of persuasive images, which seduce the mind's eye while eluding the mind's grasp.


2011 ◽  
Vol 480-481 ◽  
pp. 956-961
Author(s):  
Chai Gang ◽  
Xiao Yu Huang

This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the popularization of forestry science.


10.2196/16031 ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. e16031 ◽  
Author(s):  
Amy Shirong Lu ◽  
Melanie C Green ◽  
Debbe Thompson

Background Physical activity is crucial for child obesity prevention and intervention. Narratives embedded in active games can increase children’s physical activity. Objective Little is known about the narrative characteristics that would motivate children to exercise. We attempted to fill the gaps in understanding regarding narrative design for active video games. Methods In this exploratory study, four animated narratives of different genres were professionally generated. Children (N=41) between the ages of 8 and 12 years were interviewed to identify their preferences. Sessions were digitally recorded, transcribed, and analyzed using exploratory thematic analysis. Results Findings revealed that the children rated the dystopian science fiction story as their favorite across all weight, race, and gender groups. The physical activity-friendly narrative strategies included virtuous characters, extraordinary character actions, interesting plots, super powers, and engaging cliffhangers. Alternatively, information not related to physical activity, difficult-to-follow plot lines, passive protagonists, and repetitive narrative tropes were less appealing for physical activity. Conclusions This research provides preliminary evidence that narratives have characteristics that may increase child physical activity when playing active games. Future empirical studies should verify and test these design principles.


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