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Creating a Concept and Prototype of a Video Game Based on the Story by A. Pogorelsky "Lafertovskaya Makovnitsa"

Student: Elizaveta Kleimenova

Supervisor: Vladimir V. Guryanov

Faculty: Faculty of Creative Industries

Educational Programme: Media Communications (Bachelor)

Final Grade: 9

Year of Graduation: 2024

Video games adapted from literary works garner appreciation from audiences for their faithful portrayal of the original stories' atmospheres. However, their transition to an interactive format often involves selectively incorporating elements of the narrative structure, while the in-built game mechanics may contradict the logic of storytelling, resulting in “ludonarrative dissonance”. This study examines the specifics of narrative design in literature-based video games, aiming to expand Lafertovskaya Makovnitsa through transmedia adaptation. Soteria inherits the central theme of the struggle for self-identity and implements it across three levels of storytelling, utilizing a branched storyline, a dichotomy of attack and defensive mechanics, and a juxtaposition of the realistic setting of 1807 Russia with a contemporary soundtrack. The anticipated outcomes of the project include the conceptualization and prototyping of a 3D survival-horror video game with the integrated third-person perspective controls and key features of the final version of Soteria. To ensure primary funding and enhance product trust, an international crowdfunding campaign will be launched. By providing players with a comprehensive experience of engaging with historical horror-narrative through the contemporary lens, Soteria aims to encourage public reflection on the sources of human psychological frustration and the loss of cultural identity. Key words: video game, survival horror, ludonarrative dissonance, game design, narrative design

Full text (added May 10, 2024)

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