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Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series

Matteo Genovesi

Published Online: 2017-12-07 | DOI: https://doi.org/10.1515/culture-2017-0032

Abstract

One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.

Keywords: agencytransmedia storytellingepisodic video game


Featured Image Credits: The Walking Dead , 2016 |  © Courtesy of latitudes-flickr.


 


OpenEdition suggests that you cite this post as follows:
Izabella Penier (December 25, 2017). Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series. Open Culture. Retrieved March 23, 2025 from https://doi.org/10.58079/shoy


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