![]() ![]() ![]() When you adapt a video game story, when you make it passive, you lose what makes video games wonderful. Very few stories can survive that kind of trauma, but very few gamers care – they’re there for the interruptions. The narrative needs to be interrupted every few minutes for as long as it lasts. Storytelling in games has to account for a unique form of audience disruption. The action-oriented video game, in particular, has inherent dramatic limitations, most of them related to the player’s (justified) expectation of gameplay. One of them is that most game stories are profoundly silly. Take a peek at the litany of big-budget, big-screen adaptations, from Hitman to Need for Speed to Warcraft and Assassin’s Creed. Browse briefly through the catalogue of German madman Uwe Boll. As a general rule, video games make terrible movies.
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