Triangle of identities: Difference between revisions

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A term invented by [[Graham Nelson]] to describe the nature of a [[player]]'s interaction with a game:
A term invented by [[Graham Nelson]] to describe the nature of a [[player]]'s interaction with a game:


<blockquote>
: 'There are at least three identities involved in play: the person typing and reading ("[[player]]"), the main character within the story ("[[player character|protagonist]]"), and the voice speaking about what this character sees and feels ("[[narrator]]").  There is a triangle of relationships between them, and it's a triangle with very different proportions in different games.'
<p>'There are at least three identities involved in play: the person typing and reading ("[[player]]"), the main character within the story ("[[player character|protagonist]]"), and the voice speaking about what this character sees and feels ("[[narrator]]").  There is a triangle of relationships between them, and it's a triangle with very different proportions in different games.'</p>
 
<p>&mdash; Graham Nelson, <i>The Inform Designer's Manual</i>, Fourth Edition, p.368</p>
: &mdash; Graham Nelson, ''[[The Inform Designer's Manual]]'', Fourth Edition, p.368
</blockquote>


There is some discussion of the 'different proportions' in the glossary entries linked above, and a more detailed exploration in Nelson's article.
There is some discussion of the 'different proportions' in the glossary entries linked above, and a more detailed exploration in Nelson's article.

Latest revision as of 03:19, 24 July 2010

A term invented by Graham Nelson to describe the nature of a player's interaction with a game:

'There are at least three identities involved in play: the person typing and reading ("player"), the main character within the story ("protagonist"), and the voice speaking about what this character sees and feels ("narrator"). There is a triangle of relationships between them, and it's a triangle with very different proportions in different games.'
— Graham Nelson, The Inform Designer's Manual, Fourth Edition, p.368

There is some discussion of the 'different proportions' in the glossary entries linked above, and a more detailed exploration in Nelson's article.

Games

The following games subvert the triangle of identities or present it in unusual ways: