More Than a Game: The Computer Game as Fictional FormThe first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon. |
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action alien allows appear artificial intelligence attempt audience basic Baudrillard Black & White Black Mesa chapter cinematic claim Close Combat Command & Conquer complex computer game construct contemporary counterfactual critical demands detail discussion effect emplotment encounter engage episodes event example fictional form film first-person first-person shooter form of fiction Freeman game landscape game-fic game-fiction game's designers gameplay genre Half-Life human Iain Banks illusion immersion in-game individual interaction kind Lara Croft least limited linear literary military move novel obvious offer particularly player or reader playing popular fiction possible postmodern potential present progression protagonist provides puter quest narrative readerly reading experience real-time strategy game realism recognise Red Dwarf reference representation science fiction screen sense sequence SimCity simply Sims simulation sophistication story storytelling subversive television telling textual tion tive Tomb Raider Tomb Raider II Tomb Raider series visual wargame Werner Von Croy