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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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2. A Taxonomy and Terminology Study on Embedded Narrative: A Case Study of Bloodborne

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2.   A Taxonomy and Terminology Study on Embedded Narrative: A Case Study of Bloodborne

Güven Çatak

Game Design Department Bahcesehir University Istanbul, Turkey guven.catak@comm.bau.edu.tr

Barbaros Bostan

Game Design Department Bahcesehir University Istanbul, Turkey barbaros.bostan@comm.bau.edu.tr

Ali Burak Ankaralı

Game Design Department Bahcesehir University Istanbul, Turkey aliburakankarali@gmail.com

Abstract—This paper aims to term and to classify the embedded narrative elements in terms of game design, having regard first to their presentation to the player and then to their representation by the designer. The selected game for this study is Bloodborne, which is considered as one of the best examples of an encompassing narrative where smaller stories are embedded within a greater story and the game’s mechanics are also designed in a similar vein to the nature of the story. The embedded narrative elements in Bloodborne are analyzed by close-playing technique with an aim to create a common terminology for game design and the twenty-six identified elements are classified by their temporal and spatial attributes. The Diegetic/Non-Diegetic dichotomy is used for spatial and the Sequential/Non-Sequential dichotomy is used for temporal classification, resulting in four types of narrative elements: Non-Diegetic/Non-Sequential, Non-Diegetic/Sequential, Diegetic/Non-Sequential, and Diegetic/Sequential.

Keywords— game stories; game narrative; embedded narrative; bloodborne

I. Introduction

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