![]() ![]() There's a sense in which most video game writers are using cut-up technique by default - even when they're trying to construct a linear narrative. As well as scripts, they build worlds and storylines out of huge databases of NPC barks, flavour text, lore snippets and branching conversations. Depending on the game design, there might be no telling when and in what order players encounter these, or whether they encounter them at all. ![]() That's where the element of chance comes in.Availability: Out 23rd August on PC, Mac and iOS devices.Sam Barlow, the writer-designer of Her Story and now Telling Lies, is doing something much more intentional, tackling this quirk of the medium head-on with his experiments in interactive fiction. In both games, a film made from Barlow's script is atomised into dozens, maybe hundreds of short video clips, which can then be searched like a database by the player using dialogue keywords. In theory, the clips can be viewed in any order you could stumble into the denouement with your first search. ![]() Yet the effect Barlow is aiming for isn't some surrealist collage. These are mystery thrillers in which the player is cast as a detective, digging for truth. ![]() There's a traditional narrative journey to go on here - it's just that you don't have a map for it. In Her Story, the video archive you were searching collected a series of police interviews with a single subject. The archive is larger and of more dubious origin, composed of a mixture of covert surveillance tapes and intercepted video calls. ![]()
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