Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron’s Call
Keywords:
game fiction, interface, point-of-view, genreAbstract
Videogame play requires the negotiation of multiple synchronic points-of-view enabled through the use of cameras, avatars, interfaces, and vignettes (the cut-scenes, dialogue, and other attributes normally attributed to the “story”). Concurrent mastery of these points-of-view contributes to the game field of play and enables a greater possibility to complete the game’s goals. Using Prince of Persia: The Sands of Time and Asheron’s Call as examples, this paper examines the interface as one of the various mechanisms that establish and control the player’s point-of-view in videogames. By understanding the use of point-of-view as one of many components that establish game fiction, we can theorize the imaginary inventions that shape games, even those that do not resemble more traditional narrative forms.Downloads
Published
2005-01-01
Bibtex
@Conference{digra118, title ="Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron’s Call", year = "2005", author = "Rhody, Jason", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/118}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.