Carol O’Connell

choice in video games

This project explores the area of choice in video games, specifically, morality choices. The idea of giving the players some sort of choice in video games helps break away from the traditional linear narratives that books and film give to their audience. Instead, with video games, players choices can make the narrative non-linear. This creates varying experiences for the different players.

This project is an animation that highlights the positives of this non-linear style and also addresses some of the issues that more serious gamers have with the morality choices in video games today. Which can mean choices being too black-and-white, or their choices not carrying a huge amount of impact on their character. This animation will help show how, if undertaken and worked correctly, the moral choices within a narrative can have an impact on the video game story, and make it a more enjoyable and immersive experience for players.

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