Friday, 8 April 2016

INTERACTIVE NARRATIVE: Gameplay Blog

WEEK SEVEN: Never Alone

One of Never Alones strongest assets is it characters and its narrative, Nuna and the fox spirit, and how the two unlock a new world of culture in video games. The story and gameplay follows Nuna, a young Inuit girl who is accompanied by a helpful fox spirit, as they try to find the source of the "eternal blizzard". I think what makes her so strong as a character, beyond her design, is the stories that are told through her. She opens up the player to receive more than just the in-game narrative, but it feels like it is a retelling of a traditional Inupiaq myth or legend, which leads to a door that can be opened about a new culture. Nuna's story and development is actually based off a Inuit narrative known as The Story of Kunuuksaayuka, about a young boy who's home was plagued by an everlasting blizzard and he went out to find it's source. This traditional narrative has been implemented into the game through Nuna, who we follow through her trial in her icy landscaped world.
The culture and its belief systems shine through in the cutscenes, which both take on a traditional Inupiat artform as well as a narrated voice over in the traditional Inupiaq language of the Alaskan people, which not only aids the immersion of the player, but the cultural context. Everything put into the game is not only fitting to the narrative, but also to the culture that is being explored. As stated in the reading by Egenfeldt-Nielsen, Smith and Tosca,  "characters in games are not just the people that the game is about, but also the people who are making action happen and thus
producing different stories.", which I think is an apt description of how Nuna, the fox, and other characters found in Never Alone play a significant role. Nuna and the fox spirit are more than just a vessel for game play, they are a tool in revealing a story to the player, through a series of mini puzzles that befit the narrative. In example, the mission that involves the Owl Man, and retrieving his stolen drum. The ones who stole it are The Little People, and Nuna and the Fox must work to get it back, in which they receive a bola for their success. All the elements within this small section of gameplay are not simply there to create a crisis, but hold a place in the Inupiaq society. The Owl Man is a shamanistic representation, relating to the beliefs within the culture, furthermore so are The Little People, which is relevant as well to the believe that a lot of spiritual forces were against human beings. The bola and drum are instruments to be found within the society, for hunting and shaman practices. This is how the characters are important and a main driving force in what makes the game unique, and turn what could be a simple game into a learning experience. As the narrative progresses, we not only learn more about Nuna's story, but about the people who helped make the game, and why the design of certain characters and objects are the way they are.

Reference: Egenfeldt-Neilsen, S., Smith, J., & Tosca, S. (Author) (2008) Understanding Video Games [Book] Retrieved from: http://animation.onlearn.co.nz/pluginfile.php/2710/mod_resource/content/0/Egenfeldt-Nielsen%2C%20Smith%20and%20Tosca%2C%202008%20-%20The%20fictional%20world%20settings%20and%20actors.pdf

No comments:

Post a Comment