This paper focuses on the video game genres that have some kind of narrative form and offer a coherent plot, which could be compared to other types of literature. This paper serves as an analysis of story-based video games in order to prove to what extend video games can be considered literature, and how certain forms and functions are realized in these.
While both examples focus on their moral and ethical function, they feature different aspects in regard to concepts like religion, death, and what is right or wrong. Further¬more, the analyses of the games in this paper show how real existing moral conventions can be exceeded, and how they can be called into question. Can video games convey moral and ethical values? And if so, in which way? Another important aspect is the portrayal of religious beliefs and how those can be compared to real existing religions.
Table of Contents
1. Introduction
1.1 Aim of this work
1.2 Relevance of the analyses
1.3 Structure and method
2. Theoretical Framework
2.1 Working definitions
2.1.1 Working Definition of “Multimodal Storytelling”
2.1.2 Working Definition of “Story-based Video Games”
2.1.3 What is a “Visual Novel”?
2.2 Concepts used in this analysis
2.2.1 Religious Beliefs in Video Games
2.2.1 Ethics and Moral in Video Games
3. Analysis of The Elevator by Cyanide Tea
3.1 Overview
3.2 Form
3.3 Depiction of Religious Beliefs
4. Analysis of The Walking Dead by Telltale Games
4.1 Overview
4. 2 Form
4.3 Ethics and Moral Functions
5. Conclusion
5.1 Summary
5.2 Résumé
5.3 Prospects
6. Works cited
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