Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2

Kristine Jørgensen
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引用次数: 58

Abstract

This article presents a comparative analysis of how characters are used as narrative tools in Bioware’s computer role-playing games Dragon Age: Origins (2009) and Mass Effect 2 (2010). The analysis aims to demonstrate how sophisticated narrative features can be integrated in gameplay through the development of interesting characters. Using a comparative analysis, the author shows that the two games’ have different approaches to using characters as narrative tools within the same genre, while also incorporating these narrative features tightly into gameplay. Central to the argument is the idea that presenting the player as protagonist is not necessarily the most fruitful approach to narrative experiences in games, and that narrative coherence may be better established and maintained through letting non-player characters carry the weight of narrative progression.
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作为叙述设备的游戏角色《龙腾世纪:起源》与《质量效应2》的比较分析
本文将比较分析Bioware的电脑角色扮演游戏《龙腾世纪:起源》(2009)和《质量效应2》(2010)中角色是如何被用作叙事工具的。分析旨在展示如何通过有趣角色的发展将复杂的叙事功能整合到游戏玩法中。通过对比分析,作者发现这两款游戏“在同一类型游戏中使用角色作为叙事工具的方法不同,同时也将这些叙事功能紧密结合到游戏玩法中。该论点的核心观点是,将玩家呈现为主角不一定是游戏叙事体验中最富有成效的方法,通过让非玩家角色承担叙事进程的重量,可以更好地建立和维持叙事一致性。
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