Sample Personal Narratives These personal narrative samples were all written by sixth grade students. These pieces are excellent examples of personal narratives, but as with all writing, even the most famous masterpieces, there is room for revision. Each piece does many things well, and any one piece may serve as a model or ignite ideas for your own personal narrative. Kayak Tip-Over Cold waves lap at my back.
Interactive narrative Games that employ linear stories are those where the player cannot change the story line Narrative a memorable event ending of the story. Many video games use a linear structure, thus making them more similar to other fiction.
However, it is common for such games to use interactive narration in which a player needs to interact with something before the plot will advance, or nonlinear narratives in which events are portrayed in a non-chronological order. Many games have offered premature endings should the player fail to meet an objective, but these are usually just interruptions in a player's progress rather than actual endings.
Even in games with a linear story, players interact with the game world by performing a variety of actions along the way. Sometimes the player is given a choice of which branch of the plot to follow, while sometimes the path will be based on the player's success or failure at a specific challenge.
Players can eliminate in-game characters permanently from the virtual world should they choose to do so, and by doing so may actually alter the number and type of quests that become available to them as the game progresses.
The effects of such decisions may not be immediate. Branches of the story may merge or split at different points in the game, but seldom allow backtracking.
Some games even allow for different starting points, and one way this is done is through a character selection screen. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a Nonlinear gameplay through the use of nonlinear narrativewithout the use of interactive narratives.
This Narrative a memorable event typically used in many graphic adventure games. Visual novels[ edit ] Branching storylines are a common trend in visual novelsa subgenre of interactive narrative and adventure games. Visual novels frequently use multiple branching storylines to achieve multiple different endingsallowing non-linear freedom of choice along the way.
Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes. Nine Hours, Nine Persons, Nine Doorswhere nearly every action and dialogue choice can lead to entirely new branching paths and endings.
Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes through multiple playthroughs that everything comes together to form a coherent well-written story.
A well-known example is the title School Daysan animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" referring to video games such as Mass EffectFallout 3 and BioShock where you "pick a side and stick with it" while leaving "the expansive middle area between unexplored.
C's Ware 's EVE Burst Error introduced a unique twist to the system by allowing the player to switch between both protagonists at any time during the game, instead of finishing one protagonist's scenario before playing the other.
EVE Burst Error often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other.
The game lacks an overall plot, but it instead presents fragmented narratives and situations in a non-linear manner, as the player character encounters various non-player characters while wandering the city. These narratives are cross-referenced to an encyclopediaproviding background information as the narratives progress and as the player comes across various characters and locations, with various stories, situations and related information appearing at distinct locations.
For Blood and Honorwhere players have to choose between Light and Dark. While the dark side wants to destroy the world of Enroth, the light side tries to save it. The choice determines which grandmaster levels the player characters can obtain and the quests they have to do in that part of the game.
Earlier in the game, the player already has to choose sides in a border conflict between Elves and Humans, or remain neutral. This affects the flag in their Castle Harmondale and a few quests, but not the final outcome. A second example is Obsidian Entertainment 's Fallout: New Vegaswhere the player's decisions influence whether one of three different factions gain control of the area surrounding post-apocalyptic Las Vegas.
House, the enigmatic de facto ruler of New Vegas, in command of an army of robots that patrols the city. Each of the three sides aim to control Hoover Damwhich is still operational and supplying the American Southwest with power and clean, non-irradiated water; thus, control of the dam means effective control of the region.
A fourth option, siding with a robot named Yes Man and prevailing upon or eliminating the other faction leaders, enables the player to go solo and take over the Hoover Dam for themselves.
Another RPG example is tri-Ace 's Star Ocean series, where the storyline is not affected by moral alignments like in other role-playing games but, inspired by dating simsby friendship and relationship points between each of the characters.
The Second Story in particular offers as many as 86 different endings  with hundreds of permutations, setting a benchmark for the number of possible outcomes of a video game. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation.
A girl who chants love at the bound of this world The player can return to certain points in history and live through certain events again to make different choices and see different possible outcomes on the timeline.A Memorable Experience essaysIt was like any other Friday at my house that night.
I ate my dinner in a rush, ran into the living room afterward to watch television, and quickly fell asleep.
My mom was always sure to wake me up around or and send me up to my room for the night. Usually. Events Concept. is a Geneva based independent events agency that generates innovative ideas through creativity..
Since our inception, we work as one. Continuously re-inventing our mindset to deliver and exceed our clients highest expectations. Sep 13, · “The Scarecrow” is not advertising. It is a narrative.
The critics of the video – who charge that it is unfair and distorts the reality of conventional farming in the U.S. – miss the point. KEY OPINION LEADER STRATEGY AND ENGAGEMENT. You need KOL superstars to tell your story. We cultivate the best fit for your brand, and we help you maintain a strategic relationship that keeps the strongest industry voices in tune with your needs.
- Personal Narrative- High School and Church Youth Group The most distinguishing and memorable moment of my life was entering high school for the first time. I feel that the event of starting high school was the starting point of what kind of person I .
Memorable event Life is full of unexpected events that leave a glimpse of lingering within a person’s heart; it could be unforgettable history, unpredictable present, or mystery future.
No matter what will happen, everything will eventually have an effect which will remain forever or dissolve in their memory.