Story mode : a narrative framework analysis of downloadable content in video games

Cardinal Scholar

Show simple item record

dc.contributor.advisor Brookey, Robert Alan, 1959- Barnhart, Holly 2019-09-18T18:41:32Z 2019-09-18T18:41:32Z 2019-05-04
dc.description.abstract Video games are the newest and fastest-growing visual mediums today. Their creation has led to new concepts of storytelling and put the audience at the heart of the action by allowing them to have control of their character’s actions. The development of downloadable content, colloquially known as DLC, can further the narrative and character arcs of each main title game. Recent years have shown, however, that game developers have forgone innovation in their DLC in favor of surface-level additions to games, much to gamers frustration. In this paper, I break down the various types of DLC used in the video game industry and highlight the importance of my selfdefined Lore-Progressive DLC. Through the analysis of the games The Last of Us (2013), BioShock 2 (2010) and Fallot 4 (2015) – as well as their respective DLC’s Left Behind (2014), Minerva’s Den (2010) and Far Harbor (2016) – I use narrative framework analysis to explain how DLC can be used to enhance a main title’s narrative and game world. en_US
dc.description.sponsorship Honors College
dc.subject.lcsh Telecommunication.
dc.title Story mode : a narrative framework analysis of downloadable content in video games en_US
dc.type Undergraduate senior honors thesis Thesis (B.?) en_US

Files in this item

This item appears in the following Collection(s)

  • Undergraduate Honors Theses [5614]
    Honors theses submitted to the Honors College by Ball State University undergraduate students in partial fulfillment of degree requirements.

Show simple item record

Search Cardinal Scholar


My Account