As puzzle-driven, character based games, Portal and Portal 2, developed by the Valve Corporation, are not only pioneering in their use of narrative, but they also revolutionize the function of aporia. This thesis explores the role of aporia and use of the narrative in the two video games. It will be argued that the games possess a rigid narrative structure, but while the narrative serves as a peripheral construction, there are other structures that contribute to the experience of gameplay. The research aims to determine how the games adapt narrative and use it in combination with other elements to move beyond simple play and storytelling. As video games become more widely studied in academia, it is important that they merit and maintain standing ; Portal and Portal 2 not only provide a rich gameplay experience, but also offer a particular interaction not found in other texts. / by Kimberly Copeland. / Thesis (M.A.)--Florida Atlantic University, 2012. / Includes bibliography. / Mode of access: World Wide Web. / System requirements: Adobe Reader.
Identifer | oai:union.ndltd.org:fau.edu/oai:fau.digital.flvc.org:fau_4021 |
Contributors | Copeland, Kimberly., Dorothy F. Schmidt College of Arts and Letters, School of Communication and Multimedia Studies |
Publisher | Florida Atlantic University |
Source Sets | Florida Atlantic University |
Language | English |
Detected Language | English |
Type | Text, Electronic Thesis or Dissertation |
Format | vii, 97 p. ., electronic |
Rights | http://rightsstatements.org/vocab/InC/1.0/ |
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