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Real Time Strategy Game Narrative Path Diagram

In the interactive system of an RTS; a player encounters 2 primary types of narrative spaces:

• Cinematics

• Gameplay

The Cinematics acts as choke points, that is, all players must pass through it in order to advance. During a cinematic sequence, the Data (as presented) is fixed, that is, if the total sum of cinematic content within an RTS were to play out in succession the narrative would be rendered linear, and non-interactive, becoming then some form of machinima.

 

narrativedesign.org/2007/03/real-time-strategy-games-as-d...

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Uploaded on October 31, 2012
Taken on October 30, 2012