Fable 2 as simulation, game and narrative

a contest

Adam Ruch

Research output: Contribution to journalArticle

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Abstract

In his essay Adam Ruch uses a particular game, Fable 2, to explore broader issues in contemporary game theory. These include the debates which seek to position video games as either narrative forms or ludic experiences. Ruch moves beyond these debates in his consideration of the competing imperatives involved in playing and analysing games such as Fable 2. He demonstrates the competing forces at play as three sets of rules pertaining to simulation, game and story interact. Through a close study of this specific game, Ruch shows the complexity of this contemporary form, an intersection of technology, aesthetic strategies, design, narrative drive, commercial imperative and, of course, sound and image.
Original languageEnglish
JournalScan: journal of media arts culture
Volume7
Issue number1
Publication statusPublished - 2010

Bibliographical note

Publisher version archived with the permission of the Editor, Scan, Department of Media, Macquarie University, NSW, Australia. This copy is available for individual, non-commercial use. Permission to reprint/republish this version for other uses must be obtained from the publisher.

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