Sticks, Sandboxes, and Stories: Re-Thinking the Narrative and the Ludic In L.A. Noire, Journey, and Flower
In the field of game studies, narratology (the study of video games using the same methods for studying narrative in old media, particularly television or film) and ludology (the study of video games as a participatory medium bounded by rules and procedure) have traditionally been understood as opposing terms. The present project aims to reconsider this binary as a continuum for the study of video games in which neither pole can exist without the other, but rather both must be considered relative to the given game under study, weighted according to that game's particular features. In this paper, a model for this kind of analysis is proposed, using the 2011 video game L.A. Noire as a particularly narrative-oriented example, while the 2012 game Journey and the 2008 game Flower are positioned on the ludic end of the spectrum. Although these games use the same technological affordances of the PlayStation 3 (PS3) platform to seemingly different ends, the examination of the narrative and ludic features of both games prove illuminating, albeit in ways that are particular to each.
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The Narrative Imperative: Stories in Medicine, Illness and Bioethics Reviews of DOCTORS' STORIES: THE NARRATIVE STRUCTURE of MEDICAL KNOWLEDGE, by Kathryn Montgomery Hunter; the WOUNDED STORYTELLER: BODY, ILLNESS, and ETHICS, by Arthur W. Frank; STORIES and THEIR LIMITS: NARRATIVE APPROACHES to BIOETHICS, Edited by Hilde Lindemann Nelson Tanner, David E. (1999-06)