Posts Tagged ‘narrative’
March 25, 2015 | by Ted Trautman
Can Nintendo tell a proper story?
Nintendo and Netflix may be developing a Legend of Zelda TV series, the Wall Street Journal recently reported; or, as Time reported even more recently, they may not. Behind the will-they-or-won’t-they speculation lies a more complicated question: Can they? Do games like these bear expansion into full-fledged stories?
At first glance, a Zelda series seems like a savvy move: HBO’s Game of Thrones has proven that there’s high demand for vaguely medieval fantasies, of which Zelda—a franchise that made its debut in 1986, and that’s grown to include roughly seventeen games—is a prime specimen. And since Nintendo has gradually been losing its share of the video-game market for the past fifteen years, it has every reason to find other ways to wring more value from its globally recognizable intellectual property.
But games don’t translate as easily to TV or film as you might think. In his 2010 apologia Extra Lives: Why Video Games Matter, perhaps the most thorough defense to date of video games as art, the journalist and essayist Tom Bissell explains why: “The video-game form,” he writes, “is incompatible with traditional concepts of narrative progression.” Unlike books and films, games require challenge, “which frustrates the passing of time and impedes narrative progression.” Read More »
June 3, 2014 | by Dan Piepenbring
- In which Penguin Random House unveils its new logo and “brand identity.”
- Proust’s letters to his noisy neighbors: “It seems almost too perfect that Proust, the bedridden invalid, would have sent notes upstairs, sometimes by messenger, sometimes through the post, to implore the Williamses to nail shut the crates containing their summer luggage in the evening, rather than in the morning, so that they could be better timed around his asthma attacks.”
- Where are erotica writers having sex? In the doctor’s office. At the Louvre. On the Haunted Mansion ride at Disney World.
- Making an unlikely appearance in the Times Op-Ed section this morning: our Art of Nonfiction interview with Adam Phillips.
- “When I find myself having to defend the narrative force of video games, I like to give the example of a real experience I had in my childhood involving the game Metroid. In this science fiction adventure, we guide a bounty hunter called Samus Aran … he wears armor which covers his whole body, until, at the end, after finding and destroying the Mother Brain, Samus … removes his helmet to reveal that he is really a woman … I had controlled a woman the whole time without knowing … Narrative sublimity is possible in the medium of electronic games.”