Video Game Narrative: Concepts and Practices for Structuring and Infusing Story in Games

This chapter presents an overview of the concepts and practices of interactive narrative in the vast and heterogeneous context of video games from the perspectives of practitioners and researchers. The difficulties in harmonizing a pre-written fixed narrative with the freedom of gameplay are outlined and traced back to the role-playing

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Narratology

This chapter provides an overview of the different types of study that can be conducted when considering the narrative aspects of video game play. It contextualizes this research among the larger movements of narratology, particularly concerning the structuralist roots of the discipline and the parallels between gameplay and narrative structures.

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The Retrospective and Retrocursive Stances in Retro Game Aesthetics: How DuckTales: Remastered Got the Last Quack

This chapter uses DuckTales: Remastered (WayForward 2013) as an exemplary case to understand the differing conceptions of authenticity and nostalgia that are mobilized when discussing the “retro” phenomenon. Retrospection involves looking backward towards the historical past from our contemporary present, while retrocursion involves walking backward and displacing ourselves into a

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Diablo

Shipped out at the very end of 1996, Diablo became a hit PC game in 1997, selling more than two million copies and eventually becoming a flagship franchise for Blizzard Entertainment. More importantly, it proved hugely influential in three key domains. Diablo opened a new line in the RPG (role-playing

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Canada

This chapter chronicles the history of Canada’s video game industry, across its main regional clusters (Vancouver, Montreal, Toronto; Québec City, Ottawa-Gatineau, London and Edmonton). The dynamics of inter-provincial competition, fueled by tax credits and proximity to United States hubs, is discussed, as well as the growth and transformations throughout the

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