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{"id":732593,"type":0,"block_id":"coue21_1362938743","theme_id":32,"user_id":202481,"path":"Total-War-Games-5","title":"Total War Games","pubtitle":"Total War Games","tags":"","public":true,"publicAccess":true,"private_link_enabled":0,"thumb":"https://s3-eu-west-1.amazonaws.com/infogram-thumbs-200/coue21_1362938743.jpg","width":550,"copyright":null,"properties":{"transparent":false,"rtl":false,"export_settings":{"showGrid":true,"showValues":true},"whitelabel":false,"embed_button":"enabled","title_link":"infogram","custom_logo":"infogram","custom_link_url":"","embed_button_text":"Share","decimal_separator":".,"},"elements":[{"type":"particle","particle_id":13533592,"object_id":"3dfd991e-ea42-11e4-a037-7b5f270fdca9","particle_type":"maintitle","picture":null,"text":"Total War Games","content_type":"","title":null,"shrink":null},{"type":"particle","particle_id":707373,"object_id":"coue211362939189","particle_type":"bodytitle","picture":null,"text":"Narrative factors","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707432,"object_id":"coue211362939226","particle_type":"bodytext","picture":null,"text":"Regardless of what game of the series is chosen, the same basic premise in regards of narrative is present within all of them, thus this is a general overview of some of the factors that suggest a narrative within the game.","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707573,"object_id":"coue211362942170","particle_type":"bodytext","picture":null,"text":"1. Game world\n\nThe plot and story surrounding the game world in the Total War games resumes to a historical background as a solid foundation on which a &#39;what if&#39; scenario is constructed, allowing the player to construct from that point onwards. Visually, the world is represented (More often than not) through accurate portrayals of the real world, using real city names and real historic names for characters of signifficance such as Faction Leaders, Generals and Admirals, spies and assassins. This approach provides the player with all the tools required for immersing within the game universe and continue plotting out their own story dictated by the choices made. (Nielsen, 2008)","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707545,"object_id":"coue211362942685","particle_type":"image","picture":"http://s3-eu-west-1.amazonaws.com/infogram-particles-700/coue211362942685.jpg"},{"type":"particle","particle_id":465849,"object_id":"coue211362942768","particle_type":"bodytext","picture":null,"text":"2. Background information\n\nOne of the main factors in the game&#39;s narrative is the background provided. Since the games themselves rather lack narrative tools and processes, the background becomes crucial in immersing the player within the world depicted by the game and allowing them to adapt and make easier choices as a result. The background information is purely historical, defined by picking a certain year in the world&#39;s history where the game starts, and providing all the information required such as the political and religious state of the world, the techonological stage, the various nations all around the player&#39;s chosen starting point, what the end goal is. Even in the narrative gap between the starting point and the end of the game, background information is continuously provided whenever a new technology is achieved, or a new unit or building is created and the player wishes to see what the history behind it is and how they will benefit from them. (Nielsen, 2008)","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":675154,"object_id":"coue211362943363","particle_type":"image","picture":"http://s3-eu-west-1.amazonaws.com/infogram-particles-700/coue211362943363.jpg"},{"type":"particle","particle_id":707735,"object_id":"coue211362944539","particle_type":"bodytext","picture":null,"text":"3. Plot\n\nThe plot of the games is initially constructed with a start point (The beginning year of the campaign) and an end-point (fulfilling all territory and rival-faction objectives). While this suggests a linear plot, what happens in between is a sandbox-type of situation in which the plot branches out, adapting to the choices the player makes. Whether the decision is to conquer your most trusted ally or spare an enemy of utter annihilation by turning them into a client state, the game world reacts and adapts to each of these choices by responding accordingly (Ally counter attacks, the enemy state chooses anihilation before slavery). All of these points do still converge at the end of the game, but the freedom provided by the branching of the plot allows for unique gameplay every time the campaign is attempted. (Nielsen, 2008)","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707818,"object_id":"coue211362945940","particle_type":"bodytext","picture":null,"text":"4. Main Character\n\nWhile it is not immediately observable, the player takes the immaterial form of the faction of choice&#39;s leader throughout generations. In narrative terms, this can be defined by the fact that within the story of the game, the player character takes up the mantle of leadership and engages on a quest to bring that civilization to the peak of its military and political power, overwhelming the rest of the world through military, economical or political plays. While there is no physical manifestation of the character in the game, the player is addressed through specific titles as: Milord, My Liege, Sir; depending on the historical background of the game. At times the player can identify the immaterial character they&#39;re playing with the faction leader, since that is the role they basically fulfill, despite the fact that the faction leader himself can be controlled like any other unit. (Nielsen, 2008)","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707684,"object_id":"coue211362946682","particle_type":"image","picture":"http://s3-eu-west-1.amazonaws.com/infogram-particles-700/coue211362946682.jpg"},{"type":"particle","particle_id":707860,"object_id":"coue211362946855","particle_type":"bodytext","picture":null,"text":"5. Characters\n\nThe majority of the characters in the games fit in as cast and functional characters. (Nielsen, 2008). The cast characters are defined by the armies under the player&#39;s command, and those opposing the players, in the strategic side of the game, as well as on the campaign map, while the functional characters are the advisors that help the player adjust to the functions of the game by giving tips when needed, regarding the current situation, and the various other faction leaders and diplomats that the player can interact with in order to choose a course of action, such as declaring war or an alliance, establishing trade routes and exchanging map information, so on and so forth.","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707919,"object_id":"coue211362947265","particle_type":"bodytext","picture":null,"text":"Source: Egenfeldt-Nielsen, S.; Smith, J. H.; & Tosca, S. P. (2008). Understanding Video Games: the Essential Introduction. New York: Routledge","content_type":"","title":"","shrink":null},{"type":"particle","particle_id":707920,"object_id":"coue211362947278","particle_type":"bodytext","picture":null,"text":"Screenshots: \nhttp://s44.radikal.ru/i104/0909/88/1ed9e806a9ca.jpg\nhttp://img811.imageshack.us/img811/5851/2013011200091.jpg\nhttp://img86.exs.cx/img86/1292/FactionLeader.jpg\n","content_type":"","title":"","shrink":null}],"theme":{"createdAt":"2016-04-22T04:54:07.000Z","updatedAt":"2016-12-28T10:33:53.000Z","logoImages":[""],"charts":{"table":{"shapeFill":"e84f2c","headerColor":"#6f6f6f","cellColor":"#6f6f6f","headerBackground":"#eeeeee","cellBackground":"#ffffff"},"treemap":{"labels":{"name":{"fontFamily":"PT Sans Narrow","fontWeight":"700"},"value":{"fontFamily":"PT Sans 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