## 2 State of the Art
A tool such as AdLer enables the creation of virtual educational environments that promote interactive and engaged learning experiences, showcasing the promising potential of serious games in higher education [11]. The success of 3D games in education and culture depends on many factors, among which narrative plays a crucial role. The ability of storytelling to engage players, convey knowledge and cultural values, and stimulate cognitive processes is invaluable. A high-quality narrative not only draws players into the depicted world but also inspires reflection and independent knowledge seeking, transcending the boundaries of traditional teaching and cultural transmission. In the educational context, the narrative becomes a bridge connecting entertainment with learning, and its effectiveness in conveying educational and cultural content can significantly impact the success of the game. Therefore, developing a thoughtful, coherent, and engaging narrative is fundamental to achieving educational and cultural objectives in 3D games. This synergy between narrative and the interactive and visual elements of the game is what most attracts players' attention and allows for deeper engagement with the conveyed content. The narrative of a game can be presented in various ways, depending on the creators' goals and the experience they want to offer players. Cutscenes are one of the most popular methods of presenting a narrative. These cinematic interludes, which pause the game action to tell part of the story or show important events, can significantly enrich the narrative. They can take the form of both scenes renderedin real-time and pre-produced films. The analysis presented in ref. [12] discusses how cutscenes can enhance players' engagement with and emotional connection to the game world, while on the other hand, they can also hinder immersion and the overall gaming experience. The study emphasizes the importance of designing cutscenes according to player preferences to avoid disrupting their immersion. Additionally, ref. [13] explores how skillful use of virtual camera movement in cutscenes can significantly improve the overall effects in action games, as demonstrated by the comparison of Resident Evil 2 and Resident Evil 6. This work presents advances in visual storytelling and technology over a decade, highlighting how innovations in camera movement can contribute to deeper immersion and better narrative presentation. In video games, the narrative is often conveyed through dialogues and interactions with non-player characters (NPCs). This mechanism allows players to choose their responses in conversations, enabling them to discover the story in a more interactive manner and influence its progression. Ref. [14] analyzes how dynamic dialogues with NPCs contribute to creating a more immersive gaming experience, adding depth to gameplay beyond the basic game mechanics. They highlight that intensive interactions with characters can significantly enrich the player's experience. Meanwhile, ref. [15] presents KNUDGE, a task focused on generating NPC dialogues that accurately reflect mission specifications and character units. Their study demonstrates the efficiency of neural generation models in producing dialogues, emphasizing both their effectiveness and the areas needing future improvements to achieve even more realistic and qualitative interactions in games [15]. These studies underscore the importance of dialogues and interactions with NPCs as key elements in creating an immersive experience in games, enabling deeper player engagement and influencing the course of the narrative interactively. Narration in video games can be conveyed not only through text and dialogues but also through the environmental elements of the game. The design of locations, background items, and even architecture can tell the story of the game world and reveal secrets without words. Ref. [16] presents a comprehensive study on the ways in which stories can be effectively conveyed through environmental elements in video games, without the use of words.