Ewe

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Final Fantasy VII is a 1997 role-playing video game developed by Square for the PlayStation console. It is the seventh main installment in the Final Fantasy series. Published in Japan by Square, it was released in other regions by Sony Computer Entertainment and became the first in the main series to see a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source. Events send Cloud and his allies in pursuit of Sephiroth, a superhuman intent on destroying their planet. During the journey, Cloud builds close friendships with his party members, including Aerith Gainsborough, who holds the secret to saving their world.

(Source: Wikipedia)

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Diablo is an action role-playing hack and slash video game developed by Blizzard North and released by Blizzard Entertainment on December 31, 1996.

Set in the fictional Kingdom of Khanduras in the mortal realm, Diablo makes the player take control of a lone hero battling to rid the world of Diablo, the Lord of Terror, later revealed to be named "Al'Diabolos" in Heroes of the Storm. Beneath the fictional town of Tristram, the player journeys through sixteen randomly generated dungeon levels, ultimately entering Hell itself in order to face Diablo.

(Source: Wikipedia)

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Metroid is an action-adventure game developed and published by Nintendo. The first installment in the Metroid series, it was originally released in Japan for the Family Computer Disk System peripheral in August 1986. North America received a release in August 1987 on the Nintendo Entertainment System in a ROM cartridge format, with the European release following in January 1988. Set on the planet Zebes, the story follows Samus Aran as she attempts to retrieve the parasitic Metroid organisms that were stolen by Space Pirates, who plan to replicate the Metroids by exposing them to beta rays and then use them as biological weapons to destroy Samus and all who oppose them.

(Source: Wikipedia)

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Final Fantasy is a fantasy role-playing video game developed and published by Square in 1987. It is the first game in Square's Final Fantasy series, created by Hironobu Sakaguchi. Originally released for the NES, Final Fantasy was remade for several video game consoles and is frequently packaged with Final Fantasy II in video game collections. The story follows four youths called the Light Warriors, who each carry one of their world's four elemental orbs which have been darkened by the four Elemental Fiends. Together, they quest to defeat these evil forces, restore light to the orbs, and save their world.

(Source: Wikipedia)

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The Legend of Zelda is a 1986 action-adventure video game developed and published by Nintendo and designed by Shigeru Miyamoto and Takashi Tezuka. Set in the fantasy land of Hyrule, the plot centers on a boy named Link, the playable protagonist, who aims to collect the eight fragments of the Triforce of Wisdom in order to rescue Princess Zelda from the antagonist, Ganon. During the course of the game, the player (seeing Link from a top-down perspective) navigates throughout the overworld and several dungeons, defeating enemies and uncovering secrets along the way.

(Source: Wikipedia)

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Final Fantasy VI,[a] also known as Final Fantasy III from its marketing for its initial North American release in 1994, is a role-playing video game developed and published by Japanese company Square for the Super Nintendo Entertainment System. Final Fantasy VI, being the sixth game in the series proper, was the first to be directed by someone other than producer and series creator Hironobu Sakaguchi; the role was filled instead by Yoshinori Kitase and Hiroyuki Ito. Yoshitaka Amano, long-time collaborator to the Final Fantasy series, returned as the character designer and contributed widely to visual concept design, while series-regular, composer Nobuo Uematsu, wrote the game's score, which has been released on several soundtrack albums. Set in a fantasy world with a technology level equivalent to that of the Second Industrial Revolution, the game's story follows an expanding cast that includes fourteen permanent playable characters. The drama includes and extends past depicting a rebellion against an evil military dictatorship, pursuit of a magical arms-race, use of chemical weapons in warfare, depiction of violent, apocalyptic confrontations with Divinities, several personal redemption arcs, teenage pregnancy, and the continuous renewal of hope and life itself.

Final Fantasy VI was released to critical acclaim and is seen as a landmark title for the role-playing genre; for instance, it was ranked as the 2nd best RPG of all time by IGN in 2017. Its SNES and PlayStation versions have sold over 3.48 million copies worldwide to date as a stand-alone game, as well as over 750,000 copies as part of the Japanese Final Fantasy Collection and the North American Final Fantasy Anthology. Final Fantasy VI has won numerous awards and is considered by many to be one of the greatest video games of all time.

It was ported by Tose with minor differences to Sony's PlayStation in 1999 and Nintendo's Game Boy Advance in 2006, and it was released for the Wii's Virtual Console in 2011. In 2017, Nintendo re-released Final Fantasy VI as part of the company's Super NES Classic Edition.[1] The game was known as Final Fantasy III when it was first released in North America, as the original Final Fantasy II, Final Fantasy III, and Final Fantasy V had not been released outside Japan at the time (leaving IV as the second title released outside Japan and VI as the third). However, most later localizations use the original title.

- Wikipedia

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Final Fantasy VI battle
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Myst is a graphic adventure puzzle video game designed and directed by the brothers Robyn and Rand Miller. It was developed by Cyan (now Cyan Worlds) and published by Brøderbund. The Millers began working on Myst in 1991 and released it for the Mac OS computer on September 24, 1993; it was developer Cyan's largest project to date. Remakes and ports of the game have been released for Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, and Nintendo 3DS. Myst puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002. Myst helped drive adoption of the then-nascent CD-ROM format. Myst's success spawned four direct video game sequels as well as several spin-off games and novels. (Source: Wikipedia)

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The first part of the bestselling Zork trilogy, and a close descendant of Adventure, the first work of interactive fiction or text adventure game as the genre was known at the time. Zork I was Infocom's first game, and sold 378,987 copies by 1986. Similarly to Adventure, the game unfolds in a maze-like dungeon, where the user (or adventurer) must battle trolls and solve puzzles in order to find twenty trophies to bring back to the house outside which the game begins. 

Pull Quotes

You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here.

It is pitch black. You are likely to be eaten by a grue.

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By Patricia Tomaszek, 14 September, 2010
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In this paper presentation I'll be making a simple point. That computer games and narratives are very different phenomena and, as a consequence, any combination of the two, like in "interactive fiction", or "interactive storytelling" faces enormous problems.
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Introduction

From a literary perspective, the popularity of the computer game appears unmotivated. Computer games seem meaningless but are nevertheless played over and over. In opposition to the 'meaningless game' the idea of making games that tell a good story has been expressed in a variety of ways and places, from the ads for computer games to the works of Brenda Laurel and Janet Murray. This idea has often been described with the term interactive fiction which has been traced historically and subsequently rejected by Espen Aarseth in his book Cybertext. The unclearness of the term is probably largely due to the fact that it is a Utopian idea, which can then be studied as a such.
The main argument of this paper is that there are no good stories in computer games because the computer game does not tell stories - it is not a narrative medium. My method is that of using traditional narrative theory to examine various computer games, to see how the gameplay interacts with any narrative elements or stories connected to them. In this way I try to identify if and how games relate to stories, and I attempt to pin out the problems of combining them. This will hopefully help establishing the characteristics of the computer game. The paper is produced from a double background of literary theory and personal experience in developing computer games. I hope this opens towards seeing computer games less like a given structure and more like a practical and theoretical problem still to be shaped.

The computer game and the narrative

Interactive fiction seems like a sensible project: To combine the two large human activities of games and storytelling is an appealing idea. Add to this that the "stories" in computer games today are basically shallow catalogues of popular culture: fast cars, aliens, monsters from hell. But in actuality, game and narrative are two separate phenomena that in many situations are mutually exclusive. From this follows that traditional narrative theory is not sufficient to describe computer games. I will attempt using this situation to an advantage.
It seems reasonable to claim that stories are based on a feeling of events that have happened, that had to lead to each other, and that the end of any narrative gains weight from: if not destiny then causal logic and inevitability. Conversely, interactivity and computer games are defined by the player's possibility of influencing the game now. Narratives use a variety of tricks and devices, such as distancing between the narrator and the narrated and shifts in the speed of narration. Canonical works like Lawrence Sterne's Tristam Shandy or Marcel Proust's Remembrance of Things Past exploit this radically. This is not possible in the game since the events of the game necessarily happen while the player is playing. In a even more basic way a narrative presupposes the act of narration and this does not seem to happen in the computer game. Computer games are interesting for completely different reasons.

The classical video game

Classical action-based computer games like Space Invaders or Donkey Kong share a lack of most devices found in the narrative. However, they have narrative frames: Earth attacked by aliens and a girl kidnapped by an evil gorilla. These frames tell the player what to do, what ending to strive for. Unlike a narrative, where a part of the tension is the anticipation of the ending, the ending of the game is already known to the player. It is then the player's task to actualise this good and well known ending. Even chess can be said to have a narrative frame: that of a war between two societies. But this is hardly the point of chess; the more you play, the less you think of the frame, and this most likely characterises games as such. The titles and the narrative framings of computer games basically serve as metaphors for the game and the actions of the player.
Telling a story

Games that attempt to tell a story do so in several ways. A popular game like Myst posits the player, not in the leading role but as a minor character that by exploring a world and solving traditional switch-based puzzles is revealed the story of the island world of Myst. Games that try more directly to combine narrative with gaming tend to fail miserably because of the incompatibilities of the two forms: The player must suffer constant shifts between the narrative mode with all its distances in time and determination, and the game with its sense of the immediacy and openness. Furthermore, the introduction of linear elements like video clips or passages of text lock the game in structures lacking all of the flexibility of even the most primitive computer graphics. But surprisingly, modern action-games like Doom or Unreal - the former famous for its lack of a storyline - have adopted some strategies from the narrative, especially the pause, for creating variations in speed.
Conclusion

The task a theorist faces with computer games is not simply one of finding the old in the new. Computer games should not be evaluated as-something-else, but as computer games. And they show us that some things in the world do not belong to the broad category of "the narrative". Computer games can be challenged and explored in a different way than literature. It is precisely due to the absence of narrative in Quake that the average gamer spends more time on it than the average reader spends on Moby Dick. This means that there is no point in insisting on computer games that tell a story, because that is inherently not what they do: Computer games are collections of elements that are continually combines and recombines to form new interesting patterns. And that is their strength.

(Source: DAC 1998, Author's abstract)