Bachelorarbeit, 2014
35 Seiten, Note: 3,0
Medien / Kommunikation - Multimedia, Internet, neue Technologien
1. Introduction
1.1 Aim of this work
1.2 Relevance of the analyses
1.3 Structure and method
2. Theoretical Framework
2.1 Working definitions
2.1.1 Working Definition of “Multimodal Storytelling”
2.1.2 Working Definition of “Story-based Video Games”
2.1.3 What is a “Visual Novel”?
2.2 Concepts used in this analysis
2.2.1 Religious Beliefs in Video Games
2.2.2 Ethics and Moral in Video Games
3. Analysis of The Elevator by Cyanide Tea
3.1 Overview
3.2 Form
3.3 Depiction of Religious Beliefs
4. Analysis of The Walking Dead by Telltale Games
4.1 Overview
4.2 Form
4.3 Ethics and Moral Functions
5. Conclusion
5.1 Summary
5.2 Résumé
5.3 Prospects
6. Works cited
This thesis investigates how story-based video games employ multimodal storytelling techniques to convey complex narratives and influence the player's ethical and moral framework. It examines whether these interactive experiences can be evaluated as a form of literature and how they explore themes such as religion, mortality, and human conduct.
3.3 Depiction of Religious Beliefs
The game stars with the description of the protagonist’s “big achievement”; how he caught the South Shore serial killer called Avery McMillan. He thinks that the murderer did the wrong thing and describes him in a bad manner.
That was the first time in my life that I realized—first time it finally hit home—that there are people in the world like that—twisted psychos who think they’re the heroes and everyone else is believing in the wrong God. (The Elevator 2012)
Although the protagonist does not endorse the acts of the killer, he is curious and kind of admires him for the fact that he never felt as sure of himself like the killer did. He also expresses doubt and wonders if Avery was right all along. Even though David is curious, his values and ideals still hold true for him. He does not accept that killing people is the right thing to do, whatever the reason for that might be. The fact that someone offends those values is repulsive to him: “I wonder if his victims died peacefully, accepting a God that only existed in the mind of a delusional murderer. The thought makes me want to throw up” (The Elevator 2012).
1. Introduction: This chapter establishes the aim of the thesis, which is to analyze story-based video games as narrative literature, and outlines the relevance of video games as a medium for artistic expression.
2. Theoretical Framework: This section defines core terms such as "multimodal storytelling," "story-based video games," and "visual novel," while establishing the analytical concepts of religious and ethical representation in digital media.
3. Analysis of The Elevator by Cyanide Tea: An examination of the visual novel *The Elevator*, focusing on its formal structure and the psychological impact of religious fanaticism on the protagonist's own morality.
4. Analysis of The Walking Dead by Telltale Games: This chapter analyzes the adventure game *The Walking Dead*, focusing on how the episodic, decision-driven gameplay challenges the player with profound moral and ethical dilemmas.
5. Conclusion: The conclusion synthesizes the findings, confirming that video games can serve as a serious narrative medium that forces players to engage with their own values and moral boundaries.
6. Works cited: A comprehensive bibliography listing all academic sources and media references used throughout the thesis.
Multimodal Storytelling, Story-based Video Games, Visual Novel, The Elevator, The Walking Dead, Interactive Fiction, Religious Beliefs, Ethics, Moral Functions, Character Development, Narrative Structure, Player Agency, Digital Literature, Game Design, Dystopian Fiction.
The thesis explores the narrative potential of story-based video games, specifically how they use multimodal channels to convey stories that can be compared to traditional literature.
The central themes are the depiction of religious beliefs, the moral and ethical functions of interactive choices, and the potential for video games to be considered an art form.
The goal is to analyze how different forms and functions in story-based games allow for the exploration of complex social and moral values, and whether these games can effectively influence player perspective.
The author uses a qualitative analysis approach, examining specific game mechanics, narrative structures, text passages, and player interaction data within two case studies.
The main body consists of two detailed case studies: one on the visual novel *The Elevator* and another on the adventure game *The Walking Dead*.
The work is characterized by terms such as interactive fiction, multimodal storytelling, moral agency, and narrative game design.
It uses a fictional deity, Ashura, to explore the psychological power of self-assurance and justification in the context of criminal behavior and fanaticism.
The game presents players with "dramatic dilemmas" that force them to compromise their own ethical standards in a post-apocalyptic setting, emphasizing that there are often no perfect solutions.
The author predicts that as narrative technology and character customization improve, story-based video games will become even more immersive and unique, further cementing their status as a significant narrative medium.
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