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Devices for game narrative time | Main forms in games | Function in game narrative | Function in gameplay | Examples cited (selective) |
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Order flashback | Dialogue, cut-scene, screen caption, text (e.g., diaries, logs) | Provide information; stylistic/genre storytelling | Game mechanic (e.g., Dagger of Time) | Prince of Persia: Sands of Time; Max Payne |
Speed scene | Appeared in the normal state | Create realism | Create realism | Fable II; Animal Crossing; Assassin’s Creed |
Speed summary ellipsis | Cut-scene, voice-over, screen caption; Direct cut, screen caption | Increase storytelling efficiency | Increase gameplay efficiency | Fable II; Assassin’s Creed; Max Payne |
Speed stretch | Cut-scene, slow motion | Stylistic/genre storytelling | Game mechanic (e.g., Bullet Time) | Max Payne |
Speed pause | Orientation cut-scene, pause menu | N/A | Orientation; menu option | Prince of Persia: Sands of Time; Assassin’s Creed |
Frequency repetition | Task repetition when died or failed; game replay | Create narrative variation | Ease the challenge; help mastering the skill | Assassin’s Creed; Prince of Persia: Sands of Time |
Polychrony | Appeared in all plot structures of games | Create narrative variation; increase interactivity | Create gameplay variation; increase interactivity | Assassin’s Creed; Grand Theft Auto III; Fable II, and so forth |
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