The linear story is a narrative
story that includes characters, plot, setting, resolution, and climax. The
story of gauntlet is written in a logical manner and each point is explained
about happening with the flashbacks and flash forwarding process. Gauntlet
presents linear central thread by considering branches of quick rejoining,
backtracking, and end of story in death. The story is mainly anointed story
that deals with the optional content and ends with the failure. The multiple
endings are derived from the story. The story derives the reader and viewers
from the final choices. Gauntlets is rarely based on the state that is greatly
extended. The structure of Gauntlet is in branched state where it evolves
branch and bottleneck structures (Heterogenoustasks. wordpress. com). The necessary level
of granularity is used in the story to have strong focus on the character used
in the gameplay of VtM. The consideration of granularity in the story allows
higher creativity for the social encounters and avenues to resolve the creative
problems. There are two major types of Gauntlet including the friendly and
deadly. In case of friendly the players can use short range rejoining terms and
in case of deadly gauntlets the failure is mostly pruned by the tree. It
collapses for the bottleneck structure and branch structures. The friendly
gauntlets are widely appreciated in the recent years and the higher proportion
for the twine works is considered for Gauntlet (Heterogenoustasks. wordpress. com).
The voice over narration is used
in the storyline of Gauntlet. The speech is encoded by narrator Earl Vicker. He
narrated different themes by using Texas instrument TMS5220C speech chip. In
the speech the narrator frequently, used statements that repeats rules of
games. The statements narrated in the voice of Ernie Fosselius includes
"Elf shot the food!", "Shots do not hurt other players,
yet", "Warrior needs food, badly!", and "Remember, don't
shoot food!". Besides that,
narrator used other comments occasionally about the battle by saying these
lines including "Let's see you get out of here!" and "I've not
seen such bravery!". If the life force points of a player fall below than
200 the narrator uses another statement as "Your life force is running
out", "Valkyrie is about to die!", or "Elf needs
food".
The scenic details are included
for the travel back time, footnotes, blocked paths, and scenic details.
Gauntlets creates the atmosphere that is different and difficult in the
hazardous and constrained world. Sometimes it ends with the depressing and
punishing conditions. The dark comic conditions are used for the work that is
heavily dark, depressing, and punishing. The signs show that it is highly
dependent on the rhetorical and reflective choices. The easiest structure in
the Gauntlets is highly convincing for the linear stories. Most of the players
are provided with the important content.
The analysis of the player
actions, narrative methods, narrated lines, and in game events defines the game
and story as according to the coherency, dramatically meaningful, and
credibility. Many reviews show that the game is harder as compared to the
original games. Gauntlet is associated with the emotions and enable the user to
control their emotions. The example for the public involvement in the game is
running of Gauntlet by the women having abortion experience (Keys).
These women use emotion management techniques by playing Gauntlet frequently.
It was observed that women after having abortions were caught in cross fire and
heated ideological battle (Keys).
The research conducted by Jennifer Keys in 2010 shows that women uses cognitive
and behavioral techniques to transform their physiological and unpleasant
reactions in the form of inappropriate expressive gestures. They run Gauntlets,
and strategically dodge their situational issues to achieve a state of
consistent ideology (Keys).