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Quest Narrative: A Tale Of Two Sons And Brothers

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Quest Narrative: A Tale Of Two Sons And Brothers
A simple adventure story often includes underlying life lessons. According to Foster's article, Every Trip Is A Quest, a quest narrative contains questers, a place to go, challenges and trials, a stated reason to go, and a real reason, self-knowledge. The video game, Brothers: A Tale of Two Sons, succeeds in using the quest narrative by implementing subconscious life lessons with every challenge that the brothers encounter in order to achieve the ultimate goal. Video games with quest narrative have become very popular because they are literature told through virtual representations. Ithaca use words to deliver the story to readers while a video game presents hints of self-knowledge during the game, and discovering these messages will encourage a player to reflect on his own life. This essay will explore the connections between Foster’s definition and Brothers: A Tale of Two Sons to demonstrate elements of the quest narrative.
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

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