Tomb Raider as a case-study. More Than A Game, Barry Atkins.
- Atkins starts this chapter by stating that Tomb Raider is far from a real experience. He uses an example similar to the one before that emphasises that the in game reality doesn’t possess all the factors that under the laws of physics exist in the real world. He uses the opening sequence of TRIII to portray this as Lara’s hair doesn’t seem to be sodden and wet when the whole environment is totally drenched. This poses the question: are games advancements immersing the player further into a more realistic reality? Atkins goes on to say how the idea of a third-person experience affects how the player gets involved with the character. In first person shooters we are seeing the world through the eyes of the characters which makes it more immersive, maybe I should look at two FP games and two 3P games for the article and compare them?
- Atkins also highlights the characters existence or lack of it from the player. Saying that, much like in books, characters and their environments freeze when the player stops playing the game to go off and do other things. This could hint at addiction within games. Possibly the reason people get so immersed within games is because they see the characters as real people instead of fictional people and believe that when they aren’t playing the game, the character is just sat about waiting for them.
- Hint on how techniques used in film-making effect the narrative as they carry implications of what we are used to seeing as real – Uncharted is an awesome example of this, cinematic game-play and cut scenes.
- Source: Atkins, Barry (2003), More Than A Game,Manchester, Manchester University Press