41 Matching Annotations
  1. Oct 2020
    1. eal-world time(events taking place in the physical world), gameworld time(events within the represented gameworld, including eventsassociated with gameplay actions), coordination time (eventsthat coordinate the actions of players and agents), and fictivetime (applying sociocultural labels to events, as well asnarrated event sequences)

      I can see why these would be relevant

    2. or example, based on Juul’sstudy, Hitchens extends, modifies, and presents a new modelfor game time, including playing time, game world time,engine time and game progress time

      I don't have a clear idea of what engine time could be

    3. “themovement from the beginning to the winning or someother situation,” and “in cases where another time schemeis invented, it is not as important as the first one”

      Is this one of the perspectives?

    4. ndefiniteness (i.e., events are partiallyordered)andtemporal multiplicity (i.e., events are orderedin multiple sequences). “Polychrony” is related to the notionof “achrony” but with bigger scope

      It's useful to know what these terms mean

    5. As Bridgeman pointsout, in oral narratives, discourse time can be the time oftelling; whereas in written narratives, since we cannot accessthe act of writing, discourse time can be generally referredtoasthetimeofreadin

      for games, is it the amount of time spent on gameplay?

    6. A game’s storyworld will not be complete withoutplayers’ mental (re)construction activities that help bridgethe gaps left in the computer-generated virtual world.

      the player drives the story

    7. a form of understanding of the events a playercauses, triggers, and encounters inside a video game space

      can this include branching in games where the player's decisions affect the outcome?

    8. After an overview of the foundational concepts we use forgame narrative analysis, we will delineate in detail how theseaspects characterize narrative time and space in games, andhow time and space converge in the construction of the plot.

      how will the studies be conducted? Through trial and error?

    9. there is no systematic accountof how time and space are structured in game narratives

      I think this is because people are still testing the limits to the space/time formula in games

    10. due to the dynamic nature of ludicgameplay, augmented by the power of computation, time indigital games also has unique characteristics that facilitate ormediate both the gameplay and the associated narrative.

      Is this referring to how a day in the game is drastically different to a day in real life.

    11. It is obviousthat in order to design a game it is necessary to designa space.

      what step of game making would this be, cause I learned that a game should be built around the game mechanics.

    12. Indeed, inthe construction of any kind of narrative, time and space playa crucial role, not only in the process of narrative authoring,but also in the process of narrative comprehension.

      I think this might be referring to suspension of disbelief

    13. Assassin’s Creedseries, thePrinceof Persiaseries, and theFableseries, as well as Mateas andStern’s noncommercial titleFac ̧ade

      I have not played any of these if I am honest. I want to make games, but I hardly play any of them.

    14. This effort has quietly addressed the issue and hassignificantly advanced the power of storytelling to enhancethe audience’s experience

      I wonder if books will also go digital with branching in the story like they do in video games.

    15. digital games have undoubtedly receivedmost attention and popularity, and have become the mostsuccessful application of interactive narrative

      Would the tabletop game Dungeons and Dragons count as interactive media or is it only referring to digital media?

    Annotators