commercial console videogame

Description (in English)

The Elder Scrolls V: Skyrim is an open world action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth main installment in The Elder Scrolls series, following The Elder Scrolls IV: Oblivion, and was released worldwide for Microsoft Windows, PlayStation 3 and Xbox 360 on November 11, 2011.

The game's main story revolves around the player character and their quest to defeat Alduin the World-Eater, a dragon who is prophesied to destroy the world. The game is set two hundred years after the events of Oblivion, and takes place in the fictional province of Skyrim. Over the course of the game, the player completes quests and develops the character by improving skills. The game continues the open world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time, and to ignore or postpone the main storyline indefinitely.

(Source: Wikipedia)

Pull Quotes

Fus ro dah!

I used to be an adventurer like you, but then I took an arrow to the knee

Technical notes

The game is distributed on a paid-for basis and thus requires to be purchased via Steam or Bethesda for the PC version, or Xbox Store/PSN for the console version; either way, you need an account.

By Daniela Ørvik, 17 February, 2015
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Abstract (in English)

Integrating story with games in a flexible way that gives interactors meaningful choices within a narrative experience has long been a goal of both game developers and digital storytellers. The "micronarrative" is an unexplored avenue of narrative structure that can be a useful tool in analysis and design of such experiences. A micronarrative is a smaller moment of plot coherence and miniature arc that is nested within a larger narrative structure. The concept was first labeled by Jenkins in 2004 in the context of a game's "meaningful moments" and expanded upon in Bizzocchi's 2007 analytical framework for videogame storytelling. It has its roots in earlier examinations of arc and scale, such as Propp's concept of "Functions" or McKee's "Beats" in literature, as well as in Barthes’ classification of a “hierarchy of levels or strata” which incorporates “micro-sequences” as described in his structural analysis of narrative (1975).

Identification and analysis of the micronarrative allows us to examine how small events build in a fractal-like pattern to form larger nested narrative arcs. The presentation argues that micronarrative units exhibit a recognizable level of coherent yet flexible granularity that is at once modular, hierarchical, and cumulative. This presentation will address the application of micronarrative as an analytical tool to three works: the commercial console videogame Deus Ex: Human Revolution (Square Enix, 2011); the art game Samorost (Amanita Design, 2003); and the interactive drama, Façade (Mateas and Stern, 2006). The presentation examines the role of micronarratives in structuring flexible narrative arcs in three artifacts that incorporate differing modalities of interaction and story design. In conclusion, this project will show that micronarrative is an essential tool for understanding the poetics of a diverse and evolving medium.

(Source: Author's Abstract)

Creative Works referenced