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International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

Comparative Analysis of Storytelling Technique in Kingdom Hearts II (2005) and Persona 3 Portable (2009)

Shazwin Bt. Sahmir, Norlela Ismail

http://dx.doi.org/10.6007/IJARBSS/v10-i12/8357

Open access

Playing video games is a popular trend for generations in the modern era. In the video game, players can enjoy distinct stories and characters. Stories that are presented in various storytelling techniques. This essay attempts to identify the storytelling technique through the mechanics of video games. However, a story in a video game is argued to be diminishing the experience of gameplay (Stein, 2016). Some directors tend to make a convoluted plot and back story that does not have proper context, which ends up being a frustration to players (Danggi, 2017). This makes them much less impactful as well-spent entertainment. Nonetheless, this essay argues that games can be fun to engage in, their stories have interesting plotline and backstory, also has lore that can be explored further. The Spatial Presence Theory is employed through a comparative analysis of two video game texts entitled Kingdom Hearts II (2005) and Persona 3 Portable (2009).

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In-Text Citation: (Sahmir & Ismail, 2020)
To Cite this Article: Sahmir, S. B., & Ismail, N. (2020). Comparative Analysis of Storytelling Technique in Kingdom Hearts II (2005) and Persona 3 Portable (2009). International Journal of Academic Research in Business and Social Sciences. 10(12), 583-596.