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"Beyond: Two Souls" And "The Last Of Us" Narrative Comparison Essay

Computer games have lamentably been kept to such niche, and exist under a false essence as being immature and a waste of time. While, beyond any doubt, there are in fact whimsical/childish computer games out there, that doesn't imply that there aren't mature, engaging and worthwhile video games out there; just because there are childish films and TV programs out there it does not detract from the more quality shows. By and large, narrative and games share a couple of characteristics; however games are a little different niche due to their interactivity and simulation. Additionally, the improvement of game has demonstrated that stories are only a part of the game. They do not form the key element of game, they help the need to keep games interesting and entertaining[footnoteRef:2],[footnoteRef:3]. Narrative too is kind of representative because it lacks the interactivity and the limitations inherent in using stories and the experience of the game user. Thus, games and narrative both have key roles to play in the service of entertainment, they may have some similarities however, and games are not an extension of narrative. Computer games did not begin as a medium with the capability of relaying convincing stories[footnoteRef:4]. Indeed, the idea of narrative in games was not present in the earliest forms of computer games. Hence, the idea of computer games being a narrative medium is a moderately new thought. While there are computer games that have been in existence for over 15 years that without a doubt relay convincing stories even when assessed by today's standards, video games have only recently come to a point where they can be regarded as a narrative medium[footnoteRef:5]. [2: "Next Level." Next Level. http://gamedev.dmlive.co.nz/page/12/] [3: Grant, Howitt. "Writing Video Games: Can Narrative Be as Important as Gameplay?" 2014. http://www.theguardian.com/culture/australia-culture-blog/2014/feb/21/writing-video-games-can-narrative-be-as-important-as-gameplay.] [4: "Video Games and The Hero's Journey." IGN. December 12, 2013, http://www.ign.com/blogs/marcelinesdad/2013/12/12/video-games-and-the-heros-journey/.] [5: Jan, Simons. "Narrative, Games, and Theory." Game Studies. Accessed July 15, 2015. http://gamestudies.org/0701/articles/simons.] The issue is that computer games are totally misjudged by the overall population. While there are computer games that can tell convincing stories - drawing in narratives that are on the same level as movies and TV shows. According to Dubbelman, the contrast between representational and presentational forms of narrative as suggested ought to help in making a distinction (an elemental one) in the expansive scope of narrative formats that exist today, yet may not be enough to depict the complicated differences between formats utilizing the same rationale[footnoteRef:6]. What Dubbelman is discussing here is that, notwithstanding these different ways, a player can be relayed to a story either through a 1st person presentational strategy, or a more hands off representational technique, there still exist a typical issue of communicating these distinctions utilizing the rationale one would utilize when converting one narrative format to another[footnoteRef:7]. Coming back to the concept of the role of the player, various video games have distinctive methods to confine the player to a certain world -- something that are not precisely available for other narrative media. By having the capacity to control the protagonist, the player has the capability of assuming different characters or roles depending on the type of video game being played[footnoteRef:8]. Story development in video games is a component of how these distinctive levels of time structure relate or interact in the gameplay or the experience of the game which is the result of the pre-outlined narrative content, the potential of the story and the actual unraveling story made through the action of the player[footnoteRef:9]. This paper focuses on a textual investigation of the game "Beyond: Two souls" concentrating on its characters. The paper also includes an analysis of the game "The Last of Us" to shed light on the differences with regards to narratives in games by looking and comparing different aspects of narrative in games. [6: Teun, Dubbelman. "Playing the hero: How games take the concept of storytelling from representation to presentation." Journal of Media Practice 12, no. 2 (2011).p.169] [7: James, Plyler. "Video Games and the Hero's Journey."p.21] [8: Ibid ] [9: Lindley, E. "Story and narrative structures in computer games." Bushoff, Brunhild. ed (2005).p.1]

The discussion as to whether games are narratives has suffered from a lack of thorough, theoretically grounded arguments and from a fundamental perplexity between descriptive and normative approaches. This, certainly, is not true, but rather the two debates conflated: one is a design-based debate of the failings and the potential of game-based narratives, and the other is the debate of whether games can be considered...

The former is normative and somehow speculative and discriminating, and the latter is theoretical and descriptive. Despite the fact that it is true that over-speculation can result in a dilution of the logical utility of an idea or concept we cannot disregard the idea that users activate the story components of games. By activated, the idea is that regardless of the fact that games have exceptionally pre-decided storylines, users still needed to interact with the game's system in order for the pre-composed storyline to be actualized[footnoteRef:11]. According to Aarseth[footnoteRef:12], the distinction between narratives and games is not in black and white. Notwithstanding, games and narratives appear to share various components, to be specific events, objects, agents and a world. It is essential to note that these components are likewise the cognitive building blocks of human reality, as well as symbols of the same. It is subsequently useful to find neither narratives or games the priority, but instead to base the model in the essential reality that brought both forth, and that both are a part of, in ways which are somewhat different[footnoteRef:13]. It must be said at this juncture, that "games" are not just merely games, but rather they are sophisticated software programs that are capable of emulating any medium, including text, graphic novels, film and for that matter, other real life sports and games. [10: Ostenson, Jonathan. "Exploring the Boundaries of Narrative: Video Games in the English Classroom." (2013). http://www.ncte.org/library/NCTEFiles/Resources/Journals/EJ/1026-jul2013/EJ1026Exploring.pdf, p.72] [11: Calleja, Gordon. "Narrative Involvement in Digital Games." In Conference proceedings from Foundations of Digital Games. Chania, Crete, Greece. 2013.p.1] [12: Espen, Aarseth J. Cybertext: perspectives on ergodic literature. JHU Press, 1997.p.5] [13: Craig, Chapple. "Telling Tales: The Art of Narrative in Games." Telling Tales: The Art of Narrative in Games. 2014. http://www.develop-online.net/analysis/telling-tales-the-art-of-narrative-in-games/0201176.]
We usually make the mistake of utilizing the metonymic term "recreations" for computer programs that are essentially coordinated crossmedia packages, for example, Max Payne (2001), which involves graphic novel pages and film-like cut scenes (brief animated film clips that pop up intermittently during the game, and also other elements.

There is not one, but rather a wide range of strategies which have been employed pretty much effectively to make "video games" to "tell stories," and a ludo-narratological approach of this design space should then be able to account for the differences between "narrative games." Game worlds are physical or virtual (pseudo-physical) structures that are obviously delimited and depicted by topology or geometry. They cannot be equated or likened to fictional worlds in that they have, in contrast to fictional worlds, quantifiable or measurable, extension that can be investigated straightforwardly by an independent agent. Fictional worlds rely upon imagination, whereas game worlds have objective existence, regardless of the fact that they exist only in computers.

In any case, the world exhibited in a game is often not necessarily a game world only. Games can contain two sorts of space, the ludic and the extra ludic; the field of play, and the surrounding non-playable space. In quite a number of games most of the space is extra ludic and the ludic space only makes up small and narrow corridors or trajectories that are encompassed within static landscape. In other games, for instance, chess, the ludic space occupies the entire game world. In yet other games, players attempt to increase the ludic space by creating more of it as part of their gameplay[footnoteRef:14]. [14: Espen, Aarseth. "A narrative theory of games." In Proceedings of the international conference on the foundations of digital Games. ACM, 2012. pp.129-131]

The role of the player in video games can take care of different functions in relaying the game's narrative and comprehension of the different strategies of the player role in narrative-oriented game aid in comprehending video games are a form of narrative medium[footnoteRef:15]. Computer games have so much to offer: they tell convincing stories in a manner that no other narrative medium can, and they help to sharpen the minds or to improve the IQ of those who play them regularly. It is likely that as computer games develop both technically and in narrative they will eventually get the consideration and admiration that they deserve, however until then further approval of their credibility is welcome by both experts in the field and video game fans. [15: James, Plyler, p.21]

Beyond: Two Souls is a game that is delivered in the game world through a series of fragmented recollections, the player controls the character Jodie Holmes, a troubled individual who is linked to another entity,…

Sources used in this document:
Bibliography

"Next Level." Next Level. http://gamedev.dmlive.co.nz/page/12/.

Aarseth, Espen J. Cybertext: perspectives on ergodic literature. JHU Press, 1997.

Aarseth, Espen. "A narrative theory of games." In Proceedings of the international conference on the foundations of digital Games. ACM, 2012.

Barker, Sammy. "Review: Beyond: Two Souls (PlayStation 3)." Push Square. October 8, 2013.
http://www.pushsquare.com/reviews/ps3/beyond_two_souls.
Chapple, Craig. "Telling Tales: The Art of Narrative in Games." Telling Tales: The Art of Narrative in Games. 2014. http://www.develop-online.net/analysis/telling-tales-the-art-of-narrative-in-games/0201176.
http://www.theguardian.com/culture/australia-culture-blog/2014/feb/21/writing-video-games-can-narrative-be-as-important-as-gameplay.
Classroom." (2013). http://www.ncte.org/library/NCTEFiles/Resources/Journals/EJ/1026-jul2013/EJ1026Exploring.pdf
http://gamestudies.org/0701/articles/simons.
"Video Games and The Hero's Journey." IGN. December 12, 2013. http://www.ign.com/blogs/marcelinesdad/2013/12/12/video-games-and-the-heros-journey/
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