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机构地区:[1]Universidad Autonoma Metropolitana
出 处:《Journal of Philosophy Study》2014年第3期210-215,共6页哲学研究(英文版)
摘 要:One of the most relevant elements in contemporary narrative systems is the atmosphere creation. Even when talking about new digital media, interactive narratives can still be supported by strategies used by former media like cinema and television; namely, character design as well as the setting bonded to architectural space design. These elements are offered to the players through graphic representations that are intended to convey not only an uncanny atmosphere but also an aesthetic experience for psychological horror narratives in videogames. With narrative proposals close to interactive movies, titles like Heavy Rain manage to create a gloomy mood by using basic elements of style such as form, composition, and light, and also open the opportunity to get emotionally involved with the characters through everyday life choices. Even though Heavy Rain is not considered as an action videogame, its narrative audiovisual system is fully able to create enough tension and suspense in order to offer a quite intense aesthetic experience. However, most of its narrative resources are taken from cinema and television audiovisual strategies to tell stories and to hook the audience. Therefore, the study of former narrative systems both as language and human thought and psyche, could allow designers to create more effective interactive narratives for contemporary audiences.
关 键 词:NARRATIVE VIDEOGAMES space graphic representation
分 类 号:TN946[电子电信—信号与信息处理] TN946.7[电子电信—信息与通信工程]
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