

Haahr (Eds.), Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling (pp. Building Beauclair in The Witcher 3: Wild Hunt – Blood and Wine. Designing The Opening Moments of Bioshock with Bill Gardner | Gameumentary. “Life is Strange” Case Study: Using Interactive Storytelling and Game Design to Tackle Real-World Problems. Together, they discuss the concept of environmental storytelling (or “embedded narratives” as termed by scholar Henry Jenkins), sharing some of their favourite or notable games that have successfully implemented environmental objects as key narrative builders.Īnimal Crossing, Bioshock (series), Convenience Store, Cyberpunk 2077, Destiny 2, Final Fantasy XIV, Hades, Life is Strange, Mass Effect Andromeda, Phasmophobia, The Last of Us Part II, The Sims 2, The Witcher 3: Wild Hunt – Blood and Wine (DLC).īarbet, R., & Koch, M. In the twentieth episode of Meaningful Play, Sian and Jordana welcome a special guest, Heather Blakey(!), a PhD candidate focused on games and aesthetics.
