Research Article

Time and Space in Digital Game Storytelling

Table 1

Summary of temporal devices discussed that affect narrative and gameplay experience.

Devices for game narrative timeMain forms in gamesFunction in game narrativeFunction in gameplayExamples cited (selective)

Order
flashback
Dialogue, cut-scene, screen caption, text (e.g., diaries, logs)Provide information; stylistic/genre storytellingGame mechanic (e.g., Dagger of Time)Prince of Persia: Sands of Time; Max Payne
Speed
scene
Appeared in the normal stateCreate realismCreate realismFable II; Animal Crossing; Assassin’s Creed
Speed
summary
ellipsis
Cut-scene, voice-over, screen caption; Direct cut, screen captionIncrease storytelling efficiencyIncrease gameplay efficiencyFable II; Assassin’s Creed; Max Payne
Speed
stretch
Cut-scene, slow motionStylistic/genre storytellingGame mechanic (e.g., Bullet Time)Max Payne
Speed
pause
Orientation cut-scene, pause menuN/AOrientation; menu optionPrince of Persia: Sands of Time; Assassin’s Creed
Frequency
repetition
Task repetition when died or failed; game replayCreate narrative variationEase the challenge; help mastering the skillAssassin’s Creed; Prince of Persia: Sands of Time
PolychronyAppeared in all plot structures of gamesCreate narrative variation; increase interactivityCreate gameplay variation; increase interactivityAssassin’s Creed; Grand Theft Auto III; Fable II, and so forth