Predicting Subversion Impact in a Narratively Driven Quest
This thesis aimed to develop a methodology which can be used to quantify a narrative subversion’s memorability. The researcher formulated seven unique subversion categories: Action, Environment, Narrative, Betrayal, Genre, Stereotype and Pattern. The researcher created a single player video game level in Fallout 4. The researcher developed a quest incorporating seven subversions (two Action, two Environment, two Narrative, and one Betrayal). To evaluate each subversion, the researcher created a “subversion memorability” formula using four key variables (Impact, Severity, Time, and Number of Prior Subversions). The researcher then plotted the subversion memorability values on a line graph to examine whether the resulting curve aligned with the Three-Act Structure. The researcher then conducted playtests and asked participants to indicate the levels of impact and severity of each subversion. The researcher then plugged the response averages into the formula to calculate the true subversion memorability value of each individual subversion.
Publication Details
- Journal
- SMU Scholar (Southern Methodist University)
- Published
- 2025-04-01
- Primary Topic
- Particle Accelerators and Free-Electron Lasers
- Type
- article
- Field-Weighted Citation Impact
- 0.00