Berätta utan att tala om : En semiotisk analys av environmental storytelling i tv-spelet INSIDE
Sammanfattning: INSIDE is a puzzle video game with no voices or text. INSIDE is a story about a boy’s journey into the unknown. During the entire story the player doesn’t hear one word of dialogue or reads a single written word of text. That might sound strange and convoluted but what makes the player understand it anyway? How can you tell a story without telling it? Environmental storytelling is a way to make the environment help tell a story and how does INSIDE make use of that? How does the puzzles fit into the narrative and how can puzzles also tell a story for the player? This is an analysis of what INSIDE is telling us and how it goes around doing that with the help of interactivity and the environment the players character is in. INSIDE makes the player believe they are in control when in fact they aren’t. Analysis shows that INSIDE uses its environmental storytelling and forces the player to move forward towards the resolution and makes the player believe they have the power to change the outcome of the dystopian world the game is set in when they in fact have no power at all.
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