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Game Narrative & Storytelling Elements

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Dialogue

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The spoken exchanges between characters which can reveal their personalities, backstories, and the plot. Examples include the witty banter in 'Uncharted' series, the deep conversations in 'The Last of Us', and the branching dialogues in 'Dragon Age'.

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Conflict

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The challenge that must be overcome by the protagonist, driving the story forward. Examples include Link's battle against Ganon in 'The Legend of Zelda', the battle against the Reapers in 'Mass Effect', and the personal demons of Max Payne in 'Max Payne'.

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Narrative Arc

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The chronological construction of the plot, consisting of introduction, rising action, climax, falling action, and resolution. Examples are present in nearly every story-driven game, such as 'Final Fantasy' series, 'Heavy Rain', and 'Life is Strange'.

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Perspective

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The point of view through which players experience the story. It can be first-person, as in 'Skyrim', third-person as in 'Gears of War', or even isometric, as in 'Diablo II'.

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Pacing

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The speed at which the game's story unfolds, which affects how players engage with the game. Well-paced games include 'Portal', which increases in complexity at a steady rate, 'God of War', which balances action and story, and 'The Stanley Parable', which changes with player interaction.

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Tone and Mood

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The general atmosphere of the game's world and the emotional feeling or vibe it conveys to players. For instance, the eerie mood of 'Silent Hill', the oppressive tone in 'The Last of Us', and the whimsical charm of 'Legend of Zelda: Breath of the Wild'.

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Resolution

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The conclusion of the game's story, where conflicts are resolved and loose ends are tied up. Examples include the ending of 'Red Dead Redemption', where John Marston's fate is sealed, or the multiple endings of 'Detroit: Become Human'.

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Protagonist

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The main character around whom the game's story revolves, often with whom the player identifies or controls. Examples include Master Chief in 'Halo', Nathan Drake in 'Uncharted', and Lara Croft in 'Tomb Raider'.

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Theme

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The underlying message or main idea that the game explores, often reflecting on broader human experiences. Examples include freedom in 'Assassin's Creed', the consequences of choice in 'Life is Strange', and power corrupts in 'BioShock'.

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Antagonist

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A character or force that opposes the protagonist, creating conflict in the game's narrative. Examples include Sephiroth in 'Final Fantasy VII', Bowser in 'Super Mario' series, and GLaDOS in 'Portal'.

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Backstory

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The history behind a game's world or character that isn't part of the actual gameplay but informs the narrative. Examples include the lore of 'Dark Souls', the past of Geralt in 'The Witcher' series, and the history of 'Rapture' in 'BioShock'.

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World Building

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The process of constructing an imaginary world within the game, complete with geography, history, and culture. Examples include the detailed universe of 'Mass Effect', the expressive lands in 'World of Warcraft', and the dystopian society in 'Deus Ex'.

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Setting

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The time and place where the game's story occurs. It shapes the game's mood and atmosphere. Examples include the post-apocalyptic world of 'Fallout', the fantasy realm of 'The Elder Scrolls', and the futuristic cities in 'Cyberpunk 2077'.

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Plot

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The sequence of events that make up the game's story, including how they unfold and develop. Examples include the heists in 'Grand Theft Auto V', the journey in 'Journey', and the moral choices in 'The Witcher' series.

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Character Development

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The growth or change in a character throughout the story, which can make them more complex and relatable. Examples include Joel’s journey in 'The Last of Us', CJ's rise in 'Grand Theft Auto: San Andreas', and the evolution of Commander Shepard in 'Mass Effect'.

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