<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[MetaGame]]></provider_name><provider_url><![CDATA[https://metavideogame.wordpress.com]]></provider_url><author_name><![CDATA[ruicraveirinha]]></author_name><author_url><![CDATA[https://metavideogame.wordpress.com/author/ruicraveirinha/]]></author_url><title><![CDATA[&#8220;The Year of &#8230;&#8230;&#8230;&#8230;&#8221; &#8211;&nbsp;Narrative]]></title><type><![CDATA[link]]></type><html><![CDATA[<p style="text-align:justify;"><img loading="lazy" data-attachment-id="953" data-permalink="https://metavideogame.wordpress.com/2009/02/08/the-year-of-narrative/braid-game-screenshot-xbox-360-arcade-big/" data-orig-file="https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg" data-orig-size="757,424" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}" data-image-title="braid-game-screenshot-xbox-360-arcade-big" data-image-description="" data-image-caption="" data-medium-file="https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg?w=300" data-large-file="https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg?w=757" class="size-full wp-image-953 aligncenter" title="braid-game-screenshot-xbox-360-arcade-big" src="https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg?w=495&#038;h=277" alt="braid-game-screenshot-xbox-360-arcade-big" width="495" height="277" srcset="https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg?w=495&amp;h=277 495w, https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg?w=150&amp;h=84 150w, https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg?w=300&amp;h=168 300w, https://metavideogame.files.wordpress.com/2009/02/braid-game-screenshot-xbox-360-arcade-big.jpg 757w" sizes="(max-width: 495px) 100vw, 495px" /></p>
<p style="text-align:justify;">The relationship between narrative and video-games has always been troublesome, so much so, that many scholars, designers and journalists vehemently oppose the notion of the two merging together. It&#8217;s a difficult conundrum to solve: interaction is based on notions of free-expression and free-choice, and narrative (especially in its dramatic form) is sustained by inevitability, causal relationships and linearity; the two seem in complete contradiction. Throughout the years, there have many attempts at blending narrative with interaction, but the simplest, most effective one today, is still the use of a perfectly linear storyline which the player experiences without any chance to intervene. The use of cut-scenes &#8211; small interludes in which the plot is explained via a cinematographic language &#8211; have become the cornerstone of video-game&#8217;s narrative expression. Last year, the cut-scene dogma was upheld in earnest, with very few video-games relinquishing it in favor of new approaches. &#8220;<strong><a href="https://metavideogame.wordpress.com/2008/08/21/braid/">Braid</a></strong>&#8220;, Jonathan Blow&#8217;s indie title, is the only recent game that tried to translate some sort of narrative through more than just its non-interactive segments, and that is why it deserves a honorable mention. By using text to establish a meaningful narrative context, it challenges players to interpret each game-play exercise as a metaphor for a story &#8211;  one told through each level&#8217;s interaction, design and aesthetic elements. While most found it confusing or cryptic, I found it intelligent and heart warming. And it assumed a compromise which few have the courage to stand for: if the player wanted to decode the narrative, he had to forgo an interpretation of the semiotic language employed by the game, but if he didn&#8217;t, he could merely accept the game as a platformer homage with random text segments. But the main reason &#8220;Braid&#8221; gets this mention is because Jonathan Blow&#8217;s work truly is a meaningful step towards video-game&#8217;s true narrative expression, one that revolves around interaction, instead of clashing against it.</p>
<p style="text-align:center;"><img loading="lazy" data-attachment-id="955" data-permalink="https://metavideogame.wordpress.com/2009/02/08/the-year-of-narrative/lo/" data-orig-file="https://metavideogame.files.wordpress.com/2009/02/lo.jpg" data-orig-size="844,464" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}" data-image-title="lo" data-image-description="" data-image-caption="" data-medium-file="https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=300" data-large-file="https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=844" class="size-full wp-image-955 aligncenter" title="lo" src="https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=495&#038;h=272" alt="lo" width="495" height="272" srcset="https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=495&amp;h=272 495w, https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=150&amp;h=82 150w, https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=300&amp;h=165 300w, https://metavideogame.files.wordpress.com/2009/02/lo.jpg?w=768&amp;h=422 768w, https://metavideogame.files.wordpress.com/2009/02/lo.jpg 844w" sizes="(max-width: 495px) 100vw, 495px" /></p>
<p style="text-align:justify;">But the paradoxical nature between narrative and interaction isn&#8217;t the only challenge developers have to face, as telling stories through non-interactive segments alone, is something which has eluded game designers and writers for years. A simple comparison with cinema, literature or theater, shows how much more infantile and poor video-game&#8217;s stories and narratives are, from all standpoints: from character expressiveness to dialogue writing. In that sense, my other choice for this category goes out to &#8220;<strong><a href="https://metavideogame.wordpress.com/2008/04/03/lost-odyssey-%E2%80%9Cthe-real-final-fantasy%E2%80%9D/">Lost Odyssey</a></strong>&#8220;, for showing that even the most linear and cut-scene driven narrative can be used to make you feel&#8230; a quality we&#8217;ve come to deem exclusive to other art forms. Cut-scenes, now regarded as undesirable by a majority of mainstream media journalists, are the clay with which Sakaguchi works his fantasy tale, molding a human journey of self-discovery and tragedy, far more powerful and well told than any other game of the year. Unlike &#8220;Metal Gear Solid 4&#8221;, &#8220;Lost Odyssey&#8221; swings gracefully between action rhythms, dramatic segments and the standard anime comedy relief, using the appropriate cinematographic language,  thus harnessing the emotional power of a century of evolution in film devices (mostly absent from videogames&#8217; formally constrained cut-scenes). Additionally, the &#8220;Thousand Years of Dreams&#8221; &#8211; the series of short stories written by <span>Kiyoshi Shigematsu</span> for &#8220;Lost Odyssey&#8221;, accompanied in-game by the delicate strings of Uematsu&#8217;s compositions &#8211; prove that even the most minimalist of expressive vehicles, such as text and audio, have a narrative potential still to be fully harnessed in video-game form. This is why Sakaguchi&#8217;s work is so impressive and important: it shows that game-design has evolved so much, and yet, designers are still are incapable of properly channeling the most basic expressive power of their means, in order to tell a simple story. &#8220;Lost Odyssey&#8221; tells that story&#8230; how many games have achieved that feat?</p>
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