Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron’s Call

Authors

  • Jason Rhody

Keywords:

game fiction, interface, point-of-view, genre

Abstract

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.

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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"}