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[This chapter delves into the pedagogical power of storytelling (The story factor: inspiration, influence, and persuasion through the art of storytelling. Basic Books, New York, 2001). It encourages the reader to tell the story of the system by choosing an element or elements within the system to serve as a protagonist(s). The chapter discusses both conventional and unconventional plot and character development by exploring ways video games have exploded narrative possibilities. By finding leverage points within the system, the reader then branches the narrative by exploring alternative paths the protagonist(s) can take. Building on Turkle’s (The second self: Computers and the human spirit. Simon and Schuster, New York) groundbreaking work about how people relate to technology, this chapter also explores how to create a game story and characters that foster empathy, motivation, and immersion.]
Published: Oct 20, 2016
Keywords: Empathy; Presence; Transitional objects; Avatar; Identities; Race; Gender; Hero; Non-playing characters (NPCs); Plot; Counterfactual analysis; Cut scenes; Boss level; Rubber-banding; Golden path; Branching
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