More Than a Game: The Computer Game as Fictional Form
Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.
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The postmodern temptation
reading Tomb Raider
Tomb Raider as quest narrative
Beating the system
Welcome to Black Mesa
The many worlds of SimCity
More than a game?
The shape of things to come
Glossary of gamespecific terms
am a camera
reading Close Combat
action alien allows appear artificial intelligence attempt audience basic Baudrillard Black Mesa chapter cinematic claim Close Combat complex computer game construct contemporary counterfactual critical demands detail discussion effect emplotment ence encounter engage episodes essentially event example fictional form film first-person first-person shooter form of fiction Freeman game landscape game-fic game-fiction game's designers gameplay genre god game Half-Life historical narrative human Iain Banks illusion immersion in-game individual kind Lara Croft least limited linear literary manual ment military move novel obvious offer particularly player or reader playing popular fiction possible postmodern potential present progression protagonist provides quest narrative readerly reading experience real-time strategy game realism recognise Red Dwarf reference representation science fiction screen sense sequence SimCity simply Sims simulation sophistication story storytelling subversive television telling textual tion tive Tomb Raider Tomb Raider II Tomb Raider series visual wargame Werner Von Croy
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