Although computer games and literary narratives use different narrative both media compel players and readers in similar ways through the "sense of an ending," a concept that draws on the work of Frank Kermode. Serial fictions especially must balance between giving readers unexpected twists at the end of each installment, and an ultimate sense of conclusion. Computer games therefore resemble serial fictions because they tease players as they progress through levels (or installments). Games push players down false routes or into unexpected failures in order to make the satisfaction of an ultimate conclusion more pronounced.Since writing this chapter, based on a conference paper three years ago, I think I've probably become more hardline in relation to the theoretical underpinning for this piece. In particular, I am less inclined than ever to see literary narratives and video game narratives as structurally similar. Indeed, as I point out in the chapter, although video games might seem like serial fictions at a material level, in that they encourage players to download additional content and mods to prolong the story, even this comparison does not really hold, since video games do not require players to pursue these additions, whereas the whole point of serial fiction is that reading the next installment is essential to understanding.
Labels: Fallout 3, publications, serial fiction, serialisation, video games
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