How Dan Harmon Drives Himself Crazy Making Community | Magazine
october 2011 by infovore
"His earliest revelation about how the TV medium worked—one that heavily influences Community—came courtesy of a Cheers board game he spotted at a toy store. He realized that the characters were so relatable and their dynamics so clearly defined that anyone could step into their lives—even in a board game." Brilliant interview with Dan Harmon - but this paragraph really leapt out at me.
community
story
narrative
danharmon
writing
sitcoms
tv
structure
october 2011 by infovore
The Brainy Gamer: Impotent narrative
october 2010 by infovore
"One succeeds because it leverages the player's motivated, explorative, self-driven experience; the other fails because it relies on a hackneyed, disjointed "epic" plotting (told in 3 separate plot-lines via cutscenes) with incongruous settings and 2-dimensional characters. One succeeds because its formal systems directly feed the player's connection to the world and characters; the other fails because its formal systems bear no discernible relationship to the stories the game wants to tell." This is strong stuff from Michael; I am increasingly fed up of the focus on (poorly-told) stories in games.
games
narrative
emergence
story
michaelabbott
rpg
october 2010 by infovore
jordanmechner.com » Blog Archive » Designing story-based games
november 2009 by infovore
"Eons ago, in 1996, Next Generation magazine asked me for a list of game design tips for narrative games. Here’s what I gave them. Reading it today, some of it feels dated (like the way I refer to the player throughout as “he”), but a lot is as relevant as ever. I especially like #8 and #9." Jordan Mechner is a smart chap; nice to know he was on the right lines so long ago.
games
story
design
narrative
play
jordanmechner
november 2009 by infovore
The Story in Left 4 Dead - Steam Users' Forums
august 2009 by infovore
One great big massive thread in which the Left 4 Dead story gets dissected to death - with lots of excellent screengrabs - by perceptive fans. Good stuff: as usual with Valve, there's so much story in the world.
valve
left4dead
l4d
games
story
narrative
environment
august 2009 by infovore
Gamasutra - News - Develop 2009: Gameplay Not Everything, Says Dyack
july 2009 by infovore
"Dyack’s controversial message was delivered during a talk at Brighton, UK's Develop Conference calling for games to be considered as "the Eighth Art." He highlighted the writings of Ricciotto Canudo, an Italian author and one of the first theorists of film who considered cinema to be the Seventh Art." More to come on this - because I was there and disagreed a lot. That said, Dyack was interesting - I just don't think he's correct. This is mainly because he's adapting the writings of someone writing film theory for people new to film, as opposed to the film theory that happens when the audience understand it.
carudo
dennisdyack
develop09
games
story
art
narrative
design
july 2009 by infovore
Synthetic drama #1: Battlefield 1943 « rotational
july 2009 by infovore
"Suddenly, an enemy plane bursts over the remaining vegetation at the top with an incredible roar. I nearly trip backward as I crane around to see where it’s going, only to see it explode behind us. My breath catches and I zip my view back to the crest of the hill and see a second plane, one of ours, howl over it in victory." It's so good. More to come!
games
bf1943
battlefield1943
story
experiential
alexwiltshire
july 2009 by infovore
Traffic Department 2192 | Narrative Flood
june 2009 by infovore
"[Our heroine's] name is Marta Louise Velasquez, and she’s quite possibly the most unpleasant female lead character in the history of gaming. She’s also what makes TD2192 worth remembering." Indeed, I have many. She did not lead a happy life, I'll give Richard that.
td2192
games
narrative
story
plot
shareware
june 2009 by infovore
Touched By The Hand Of Mod: Dear Esther | Rock, Paper, Shotgun
may 2009 by infovore
"This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
games
storytelling
story
narrative
depth
interaction
ungames
may 2009 by infovore
Ludus Novus » Blog Archive » Left 4 Godot
may 2009 by infovore
"...there’s no real hope for the Survivors. Each trip through a campaign is different, but it begins with them knee-deep in the undead, and ends with them escaping to an uncertain future. We never see the Survivors truly safe. Between chapters, they rest in Safe Rooms, but they can’t hide there forever. Most unsettlingly, there are signs that the Survivors themselves remember doing all this before." Francis, incidentally, hates Beckett.
left4dead
beckett
narrative
repetition
games
story
may 2009 by infovore
pats_quinade: But there's no timer, see, and... okay, I'll stop.
april 2009 by infovore
"Clearly we had not been invested enough in the narrative."
games
play
children
story
narrative
mechanics
april 2009 by infovore
GDC Takeaway: Tiny, Tiny Stories « Save the Robot - Chris Dahlen
april 2009 by infovore
"Many deep, sophisticated emotions can emerge from those three plots. But they should emerge in the experience, in the actions the players take, in the reactions they receive, in gestures and decisions and deaths and tasks and achieving or failing to achieve a goal. They should not emerge from people sitting around talking to each other in a cartoon." Chris Dahlen on post-GDC09 narrative.
games
narrative
story
chrisdhalen
writing
character
plot
april 2009 by infovore
Quick and dirty slides
march 2009 by infovore
Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments - notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.
margaretrobertson
gdc2009
slides
presentation
games
story
narrative
play
spore
education
march 2009 by infovore
Gamasutra - Features - Game Writing From The Inside Out
march 2009 by infovore
This is both good and bad in places; I'm not totally convinced by the "What would players rather shoot -- a wall, or a Nazi?" argument, but I'm very interested (as per my previous writing on Far Cry 2) in notions of non-player characters as protagonist; the player as lens through which story emerges, rather than hero of said story. Stuff to think on, for sure, but I'm still working out how to respond to this; I'm not sure it fulfils its goal of discussing "how writers and designers can collaborate smoothly and successfully"; it just shows me some examples.
design
games
writing
narrative
story
structure
protagonist
march 2009 by infovore
Blue Lacuna: An Interactive Novel by Aaron A. Reed
february 2009 by infovore
This looks very, very interesting. Yes, it's IF, but it looks like it's pushing that genre quite far.
games
storytelling
narrative
story
interactivefiction
if
february 2009 by infovore
Fullbright: Storymaking
february 2009 by infovore
"...video games are driven by the player, experientially and emotionally. Fictional content--setting, characters, backstory-- is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place-- the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking." Some commentary on the scale of storymaking games offer, from Steve Gaynor. Also: I like the word "storymaking", as opposed to "storytelling".
games
narrative
story
mechanics
stevegaynor
plot
pace
storymaking
february 2009 by infovore
Lookspring » Snapping point
december 2008 by infovore
"Tears shouldn’t be our goal. Stories don’t need to be our tools. The majority of art forms don’t rely on narrative for their emotional impact. Stop and think about that for a second. The games industry tends to draw on such an amazingly limited roster of inspirations that it’s easy to forget it. But our obsession with linear, story-based - word-based, even - non-participatory art at the expense of all the other forms makes life so much harder for games, and it makes me crazy."
games
art
narrative
story
emotion
december 2008 by infovore
Brighten the Corners/Shop/Victor & Susie
december 2008 by infovore
"A modern tale about caring, mending and letting-go, drawn with letters and punctuation marks." Oh! This is just beautiful - a short story about a girl, and a snail, composed entirely out of type.
design
story
typography
illustration
children
book
december 2008 by infovore
Matthew's non theme based fancy dress party
december 2008 by infovore
"The problem I have with the note is not that he was having a party and didn't invite me, it was that he selected a vibrant background of balloons, effectively stating that his party was going to be vibrant and possibly have balloons and that I couldn't come." David Thorne knows how to wind people up.
humour
writing
story
anecdote
party
davidthorne
december 2008 by infovore
The Brainy Gamer: Dissonance
december 2008 by infovore
"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
games
narrative
story
michaelabbott
dissonance
design
mechanics
systems
december 2008 by infovore
Respect the Character, p1 « BioWare Blog
november 2008 by infovore
"...the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
narrative
story
rpg
bioware
storytelling
games
november 2008 by infovore
BioWare Blog
november 2008 by infovore
BioWare now have a blog. It looks like it's going to be full of good stuff about games and, especially, writing for them. Can't wait.
bioware
games
writing
rpg
narrative
story
november 2008 by infovore
GameSetWatch - Opinion: On Far Cry 2's 'Slow Burn'
october 2008 by infovore
"...the game tries to define a set of rules and an environment in which memorable experiences are likely to happen, and simply lets the player loose in its world -- a fascinating prospect." This captures a lot of the great things about FC2 well, and in an even-handed manner. The lack of handholding is jarring, but the possibilities it opens up are wonderful. For a tense, hectic, genre, it's interesting to see an entry that's by turns soothing and surreal, amidst the malaria, bushfires, and wholesale slaughter.
games
story
narrative
play
emergence
openworld
farcry2
october 2008 by infovore
Versus CluClu Land: The Limits of Escapism
october 2008 by infovore
"This is the challenge, it seems to me: it's to do with the tools of design-- rules and states-- what other media do with images and sound: reveal the world as seen through different eyes, with lapidary clarity and moral courage. And this means moving beyond merely empowering and entertaining the player."
iroquoispliskin
escapism
play
games
media
art
criticism
entertainment
story
narrative
october 2008 by infovore
The Online Photographer: The Amazing Gift of Woo Lai Wah
september 2008 by infovore
"And if there was a "prize" in this lottery, it was not so much the object itself, but the letter and the awesome mysteries of unfathomable spiritual connections, and the very gesture itself from this dear, dear person and the timing!" What a story.
photography
chance
happenstance
story
fortune
september 2008 by infovore
Gamasutra - Valve's Faliszek: Not All Game Stories Need 'Evil Masterminds'
september 2008 by infovore
"Trying to over-explain the cause of a disaster often detracts from its more tangible impact. ... Instead, Faliszek says, it is more effective to create resonant gameplay experiences that players will remember, particularly if the setting in question, such as a zombie invasion (or a tornado outbreak, for that matter) is already familiar." Why games don't always need tangible villains.
games
resonance
left4dead
valve
story
narrative
technique
september 2008 by infovore
Another forum game - The Gameshelf
september 2008 by infovore
"So why am I mentioning this now? Because Alternity has just started. This is a new Harry Potter game, and it starts from the beginning -- September 1, Harry's first day at school. Only not as in The Philosopher's Stone. In this scenario, Voldemort, er, won." Fanfic-cum-alt-universe-RPGs in the Potterverse being run solely on Livejournal. Amazing.
games
arg
harrypotter
livejournal
fanfic
rpg
roleplaying
storytelling
story
narrative
september 2008 by infovore
Patsquinade - How my not-great plot happened: a mini post-mortem
august 2008 by infovore
"An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
rockpapershotgun
writing
games
masseffect
bioware
criticism
postmortem
plot
story
narrative
choice
august 2008 by infovore
witchboy.net » Blog Archive » Finished Braid
august 2008 by infovore
"Every inch of Braid is a painting; every game dynamic makes music. Unlike most platformers, Braid is forgiving; when you miss a jump, you simply back up time, and the visuals and audio cues associated with this mechanic are pleasing of themselves, aesthetically, while also supporting the underlying fiction." Harvey Smith on Braid.
braid
harveysmith
games
play
mechanics
story
narrative
august 2008 by infovore
Versus CluClu Land: Minigolf with a Story
august 2008 by infovore
"Narrative, like play, is one of the most basic tools we posses as human beings for coping with experience. And just as play can be fundamentally empowering, there is something distinctly empowering about using the tools of narrative to throw a net of meaning over our lives."
narrative
story
games
play
design
storytelling
mechanics
august 2008 by infovore
The Artful Gamer · Narratives and Interactivity Still Misunderstood
august 2008 by infovore
"We’ve forgotten that our ability to engage with something is a gift inherent to human perception, and instead we’ve attempted to replace that form of engagement with a derivative technological form of interaction."
games
play
interaction
narrative
story
storytelling
august 2008 by infovore
GameSetWatch - Column: 'Homer in Silicon': Betraying the Protagonist
august 2008 by infovore
"if the player identifies with the protagonist and is motivated by the desire for the protagonist to "win" or "succeed", how can satisfying interactive tragedy exist? Won't the player always be trying to avoid actions that propel the story to an unhappy conclusion? What can an interactive tragedy offer to the player in place of traditional metrics of success?" Emily Short on making tragedy playable.
games
interactivefiction
narrative
story
storytelling
interaction
august 2008 by infovore
Braid » Blog Archive » A lecture about how our games are inherently conflicted.
august 2008 by infovore
"This one-hour lecture is about three ways in which current mainstream games are inherently conflicted, and how this holds them back from affecting people as strongly as the forms of linear media they are striving to emulate." Blow's talk from Games:Edu.
lecutre
games
design
art
story
narrative
play
jonathanblow
august 2008 by infovore
GameSetWatch - In-Depth: Braid 's Blow On Why 'Games Need You' Develop: Braid's Blow On Why 'Games Need You'
august 2008 by infovore
"Gameplay elements have meanings outside of the visual and linear; the meaning of the gameplay rules is often in conflict within the visual meanings from the linear meanings, which results in a game becoming conflicted."
gameplay
play
narrative
story
games
jonathanblow
braid
theory
august 2008 by infovore
bmabey's rspec-story-tmbundle at master — GitHub
july 2008 by infovore
"Textmate Bundle for RSpec plain text stories". Some nice snippets and solid syntax-highlighting, which is just what I need.
textmate
bundle
rspec
story
storyrunner
syntax
july 2008 by infovore
Click Nothing: Ludonarrative Dissonance in Bioshock
july 2008 by infovore
"By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all."
games
story
criticism
narrative
bioshock
storytelling
interaction
play
design
july 2008 by infovore
Versus CluClu Land: The Final Exam
july 2008 by infovore
"The capacity to convey narrative through interaction is a constitutive rather than accidental feature of the medium. Every time a designer exploits this ability we get closer to finding [...] what forms of expression are unique to games..."
games
criticism
narrative
story
art
expression
july 2008 by infovore
GameDevBlog: Story in games re-evaluated
june 2008 by infovore
"The holy grail for me now wouldn't be the game that can create infinite story - but a game that could procedurally generate infinite interesting content." Jamie Fristrom on games and storytelling. Good stuff.
narrative
games
play
videogames
story
storytelling
procedural
june 2008 by infovore
Lookspring » The real story
may 2008 by infovore
"Every single point along that road is wrong. And every single point along that road takes games somewhere expensive and difficult. [...] Emotionally complex games are great, but so are emotionally crude - or indeed emotionally barren - games." Excellent.
games
narrative
story
play
interaction
storytelling
emotion
engagement
may 2008 by infovore
Gamasutra - Opinion: Why Time-Management Games Ought To Be Great At Story-telling (And Why They Mostly Aren't)
may 2008 by infovore
"The result is a casual game with surprisingly nuanced and interesting characters, with whom the player begins to feel she has a real relationship -- even though all the dialogue occurs in cut scenes which we have no ability to alter." Excellent.
story
storytelling
games
play
interaction
design
narrative
interactiondesign
may 2008 by infovore
BBC - WW2 People's War - Personal memories
november 2007 by infovore
A remarkable story of commando training under Fairbairn and Sykes.
ww2
combat
closecombat
handtohand
training
story
memoir
november 2007 by infovore
Helping users retell experiences (Leapfroglog)
october 2007 by infovore
"...supporting the retelling of experiences is important. After all if you’re offering a cool product or service, you want others to know about it. A passionate user is probably your best advocate." More great stuff from Kars.
design
ia
interaction
emergent
storytelling
story
play
october 2007 by infovore
Play, story and recombination (Leapfroglog)
october 2007 by infovore
"If you approach design not as embedding your story in the environment, but as creating an environment wherein users can create their own stories, then I’d say you’re on the right track." Kars on playful IA again.
ia
design
interaction
story
storytelling
narrative
october 2007 by infovore
DanNorth.net » What’s in a Story?
september 2007 by infovore
A great Dan North entry on stories and BDD.
bdd
agile
testing
story
tdd
methodology
september 2007 by infovore
Wonderland: SXSW: Will Wright Keynote
march 2007 by infovore
Alice provides a near-transcription of Will's SXSW keynote; requires a more careful readthrough... but at first glance, it's bloody marvellous. Totally should have gone to SXSW.
willwright
spore
games
play
story
narrative
sxsw
keynote
march 2007 by infovore
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