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Dear Esther: An Interactive Ghost Story Built Using the Source Engine

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Interactive Storytelling (ICIDS 2008)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5334))

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Abstract

This paper reflects on the design and production of an multimodal, environmental storytelling experiment constructed in the first-person game engine Source. Rather than being based around the resolution of conflicts and acheiving goals, Dear Esther presents a sparse environment with no embedded agents, relying purely on the player’s engagement with and interpretation of a narrative delivered through semi-randomised audio fragments. Dear Esther was released for free download via a number of modding sites in June and this paper reflects on the experience of building and the response by gamers.

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References

  1. Mateas, M., Stern, A.: Build It to Understand It: Ludology Meets Narratology in Game Design Space. In: Proceedings of DiGRA 2005 Conference: Changing Views, Worlds in Play, July 16-20 (2005)

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  2. Valve Half Life 2 Valve, PC (2004)

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  3. thechineseroom Dear Esther, www.moddb.com/mods/dear-esther (2008) PC GSC: Game World S.T.A.L.K.E.R.: Shadow of Chernobyl THQ / GSC (2007) PC

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© 2008 Springer-Verlag Berlin Heidelberg

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Pinchbeck, D. (2008). Dear Esther: An Interactive Ghost Story Built Using the Source Engine. In: Spierling, U., Szilas, N. (eds) Interactive Storytelling. ICIDS 2008. Lecture Notes in Computer Science, vol 5334. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89454-4_9

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  • DOI: https://doi.org/10.1007/978-3-540-89454-4_9

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89424-7

  • Online ISBN: 978-3-540-89454-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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