1.Diegetic narrative elements are those that are inherent to the story – the setting, characters and plot, for example. These are the elements that have been a part story telling and narrative since its beginning. Extra Diegetic elements are those that arise as a result of the story being told in the form of a game. Glitches and other technical artifacts fall under this category – or player actions that are not explicitly embedded within the game’s world.
2.This paradox can be exemplified by medieval mmorpgs, such as World of Warcraft. The narrative of the game tries the position the player in an old world that is nothing like what exists today, yet it is played on modern tech. This can remove the player from the experience and “spoil” it. Other “artifacts” of the technological interface, such as glitches, further interfere with the experience.
3.Sanctioned Artifact: In many modern shooters, when the player takes damage, their health gets dangerously low. However, after a short period of time their health regenerates to full. It doesn’t work like this in real life. “Invisible walls” are another example.
Technological Artifact: Glitches fall into this category – things that happen because of a computer-related error as opposed to something that would have happened in the narrative. Characters bouncing or jittering as they move or even just stand is one example. Some others can be game-breaking, such as when a character falls through a world model due to a glitch.
Gameplayer Artifact: These are caused entirely by a player. Sometimes when I’m playing a game I make the character do stupid things for the hell of it – obviously not part of the narrative. For example, I might make Kratos run around in circles, or jump off of a cliff because I’m bored.
Metaphorically Patched Artifact: In Zelda, after a boss fight, a teleporter takes you back to the entrance that is disguised as a magic ring because it would be unreasonable or impossible to ask the player to walk back through the dungeon.
4.Science Fiction games have emerged as a popular genre because I think people are fascinated with dreaming of the future. New technologies are often showcased and displayed and the media reports on it because the public wants to see what comes next. Science fiction games allow for indulgence and immersion in even the most ridiculous futuristic and technological scenarios. This is why science fiction has become a popular genre in which to frame a game.
5.Film and television often put the viewer in a position of watching another person do something, where as games place the player in a position of being the main character. While film can portray a romance between two people and that love can be emulated, it is much harder to create that same feeling in the player that would be presumably felt by the actor on screen. That same connection is not there. Romantic options may also be controversial and often seem to be relegated as “sex games”. Games, for whatever reason, are viewed differently by the public than other forms of media.
6.Games, because they need to be ever dynamic, cannot portray real world video or photography in the way that film or television can, which has a far greater impact on people than a digital character. No matter how advanced graphics become, I think a photograph or video will always have more impact than a computer generated image. Games can also not absolutely dictate what will happen in the same way a film can. The player can always do something out the ordinary that detracts from the experience of the narrative. While film and television are entirely self contained, games require and rely on an outside player to complete the story. Technological limitations will always be a limitation in some regard for games, while movies will be able to convey whatever imagery they want because of inherently longer time allowances to render and calculate physics and graphics.