{"title":"Videojuegos de mundo abierto: propuesta de un modelo de análisis ludonarrativo","authors":"Rubén García Moreno","doi":"10.33732/IXC/11/02VIDEOJ","DOIUrl":null,"url":null,"abstract":"Open-world videogames have become popular in the last years, establishing themselves as a modern way of designing videogame experiences as they offer new narrative techniques, alternative to other traditional linear ones. Its ludic proposal is based on wide passable spaces, inhabited by characters controlled by artificial intelligence, and an intensive use of environmental narration that allows its creators to explore new narrative forms. The present work aims at proposing a new model of analysis for the scientific study of open-world videogames, considering them as ludonarrative constructions. This work is grounded on scientific theories of the first academic researchers that have approached these types of videogames, but it is also based on the vision from the creators who have dedicated part of their career to designing them. Lastly, this work is completed with an implementation of the analysis model on Death Stranding, an open-world videogame, and a discussion of the results.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":"1 1","pages":""},"PeriodicalIF":1.2000,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Index Comunicacion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33732/IXC/11/02VIDEOJ","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 2
Abstract
Open-world videogames have become popular in the last years, establishing themselves as a modern way of designing videogame experiences as they offer new narrative techniques, alternative to other traditional linear ones. Its ludic proposal is based on wide passable spaces, inhabited by characters controlled by artificial intelligence, and an intensive use of environmental narration that allows its creators to explore new narrative forms. The present work aims at proposing a new model of analysis for the scientific study of open-world videogames, considering them as ludonarrative constructions. This work is grounded on scientific theories of the first academic researchers that have approached these types of videogames, but it is also based on the vision from the creators who have dedicated part of their career to designing them. Lastly, this work is completed with an implementation of the analysis model on Death Stranding, an open-world videogame, and a discussion of the results.