Non-linear Stories In Games: Case study of players’ and developers' perspective
Thesis title in Czech: | Nelineární vyprávění příběhů ve hrách: hráčská a vývojářská perspektiva, případová studie |
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Thesis title in English: | Non-linear Stories In Games: Case study of players’ and developers' perspective |
Key words: | videohry|HCI|nelineární storytelling|vývojářské nástroje|hráčská perspektiva |
English key words: | Video games|Human-computer interaction|non-linear storytelling|engagement|developers' tools |
Academic year of topic announcement: | 2020/2021 |
Thesis type: | Bachelor's thesis |
Thesis language: | angličtina |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | Mgr. Lukáš Kolek, Ph.D. |
Author: | hidden![]() |
Date of registration: | 03.06.2021 |
Date of assignment: | 03.06.2021 |
Confirmed by Study dept. on: | 24.06.2021 |
Date and time of defence: | 10.09.2021 09:00 |
Date of electronic submission: | 22.07.2021 |
Date of submission of printed version: | 22.07.2021 |
Date of proceeded defence: | 10.09.2021 |
Opponents: | Mgr. Vojtěch Černý |
Advisors: | Mgr. Jakub Gemrot, Ph.D. |
Guidelines |
Video games are a rare format for storytelling that allows players to interact with a story and perceive the outcomes of that interaction. The agency provided to players in interaction with the stories varies. Putting aside the emerging storytelling - more branching of game stories gives players more opportunities to interact with them, but it also requires more work from developers to create such stories. By its very nature, a particular game session has one starting point that defines the potential for possible branching of the story and multiple endings. Do players prefer a more guided story progression with a set of softly enforced rules, or a version of the game that leaves all decision making to the players and gives them more options to interact with the story?
This bachelor thesis has two objectives. First, create a tool or an algorithm that facilitates the development of non-linear narratives in games. Second, create two versions of one game that differ in the amount of agency in relation to possible interaction with the game story. These two versions of the game will be evaluated in an empirical pilot study focusing on the players' engagement of each version of the game. |
References |
Green, M. C., & Jenkins, K. M. (2014). Interactive narratives: Processes and outcomes in user-directed stories. Journal of Communication, 64(3), 479-500.
Schell, J. (2019). The Art of Game Design: A book of lenses. 3rd edition. CRC press. Sharp, J., & Thomas, D. (2019). Fun, taste, & games: An aesthetics of the idle, unproductive, and otherwise playful. MIT Press. |