Quest narratives follow the same pattern involving …show more content…
Their story takes place over a few days and it is possible to finish the game in two and a half hours. However, within that time period, it was hard to believe that Naiee could move from the maturity of an eight-year-old to an eighteen-year-old towards the end of the story. In Ithaca, the character takes ten years to gain self-knowledge. Surprisingly, I was not aware of this issue while playing because my attention was entirely drawn to the story. Therefore, I believe that is how hyper immediacy combined with quest allows players to participle in the journey. If the studio makes sequel, I will play it with the sense of a spectator rather than a participant because my perception of video games has changed after analyzing this one. It is difficult to fully participate in the game without recalling and looking for quest