{"id":2618,"date":"2010-09-16T02:03:50","date_gmt":"2010-09-16T02:03:50","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2618"},"modified":"2012-03-16T05:49:02","modified_gmt":"2012-03-16T05:49:02","slug":"straight-up-interactive-narrative-and-quake","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/09\/straight-up-interactive-narrative-and-quake\/","title":{"rendered":"Straight-up Interactive Narrative and Quake"},"content":{"rendered":"

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I thoroughly enjoyed the narrative aspect of Quake II<\/em>, in fact, I prefer its narrative language over almost everything else out there. This might sound a little strange given that Quake II<\/em> is not known for its storytelling prowess, but then again, that’s entirely the point.<\/p>\n

Coming at it from a modern perspective where macho space marines populate 5\/8ths of all video game narratives, Quake II<\/em>‘s premise of a one man assault on an alien planet may come off as clich\u00e9. Then again id software wrote this clich\u00e9 in the video game world with an angry American storming a Nazi base (Wolfenstien 3D<\/em>) and a one man assault of an alien planet (Doom<\/em>)…wait a minute. This backdrop is all that’s needed though, it’s simple to understand, unobtrusive and doesn’t command a great deal of your time.<\/p>\n

The rest of the narrative is, as it should be, interactivity-based, as follows:<\/p>\n