infovore + storytelling 46
Dirty 30s! - The Lester Dent Pulp Paper Master Fiction Plot
january 2012 by infovore
"This is a formula, a master plot, for any 6000 word pulp story. It has worked on adventure, detective, western and war-air. It tells exactly where to put everything. It shows definitely just what must happen in each successive thousand words.
No yarn of mine written to the formula has yet failed to sell." Lester Dent was the creator of Doc Savage, and wrote a LOT of pulp fiction.
lesterdent
pulp
fiction
storytelling
writing
No yarn of mine written to the formula has yet failed to sell." Lester Dent was the creator of Doc Savage, and wrote a LOT of pulp fiction.
january 2012 by infovore
Sycorax: Bring Fictional Characters to Life on Twitter
november 2011 by infovore
"Sycorax is a Twitter client, written in Python, that choreographs the online behavior of fictional characters. Other tweet schedulers make your personal Twitter stream look like a clockwork robot is behind it, posting tweets at the optimal time for penetration into your social network. Syxorax lets fictional characters use Twitter the way real people do. Your characters can post at odd hours and talk to each other, taking their lines from a simple script you write, but without any ongoing work from you." Very nice.
storytelling
twitter
narrative
script
programming
november 2011 by infovore
Plot has consequences — Sophie Sampson
march 2011 by infovore
"Robert Downey Jr really sells the idea of being a design engineer. To be fair, the Iron Man script does him the great service of having him have to build himself a new heart in a cave in Afghanistan, thus having to make imperfect things and fettle them to fit. That feeling gets slightly lost later in his super-engineer pad where apparently nothing needs filing when it comes back from the rapid prototyping machine. But he still manages to exude a kind of mad joy at making things, a fundamental character trait in the way that having nice breasts is not." Sophie on the emotional truths of storytelling.
games
writing
plot
narrative
storytelling
sophiesamson
truth
masseffect2
march 2011 by infovore
BLDGBLOG: An Ancient Comedy of Urban Errors
december 2010 by infovore
"Books become clouds, raining events and built forms onto the city." This is marvellous
architecture
storytelling
narrative
cities
shakespeare
comedyoferrors
december 2010 by infovore
GameDevBlog: Story Games - My New Obsession
september 2010 by infovore
Jamie Fristrom on collaborative-storytelling-RPGs. Lots of good links and thoughts here - especially the line about White Wolf's "disenfranchising" of the player by calling the GM (of all people) a "storyteller".
jamiefristrom
games
storytelling
rpg
stories
september 2010 by infovore
Civilization and Storytelling | Mssv
august 2010 by infovore
"...what Civilization provides is a story with a beginning, middle, and end, which is three times more than what you probably started with. If you play the game in particularly interesting way, then you can be rewarded with a delightful, surprising experience that you can’t help but weave into a story, inventing characters and lovers and intrigues all round. This story might tug at you so insistently that you begin to jot down notes and timelines, writing diary entries and newspaper reports of battles. Eventually, you might join all those pieces up, rewrite them, throw it all away, and rewrite it again – and then you might call yourself a storyteller." And this is one of the kinds of storytelling that games are best at: collaborative tales weaved between ruleset and player, between man and machine.
games
mechanics
storytelling
rules
fiction
august 2010 by infovore
Ferris Bueller’s Day Off Being Played Out Live On Twitter And Foursquare. Awesome.
june 2010 by infovore
Lovely: roleplaying Ferris Bueller not only on Twitter, but also on Foursquare. I love that Foursquare has a policy to allow "fake check-ins but not to reward them points"; there's lots of potential there, both playful and storyful.
ferrisbueller
storytelling
twitter
foursquare
games
media
june 2010 by infovore
kung fu grippe : Making the Clackity Noise
december 2009 by infovore
"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
writing
creativity
stories
storytelling
culture
online
merlinmann
december 2009 by infovore
kewlchops: Blog all dog-eared pages: The Best Australian Stories 2007 / Repossession
june 2009 by infovore
"I'm continually drawn in by the belief that everyone finds their own way through life, age, cities, networks, whatever. And as Meehan's tale recounts, it's the whispers we leave on the wind that entice others to follow our hints." Just go and read the story; it's wonderful, and the fragments George picks out so carefully constructed. That made my evening.
stories
narrative
shortstory
storytelling
conversation
june 2009 by infovore
Have videogames and reality TV given us 'narrative exhaustion', asks legendary screenwriter Paul Schrader | Film | The Guardian
june 2009 by infovore
"Storytelling began as ceremony and evolved into ritual. It was commercialised in the middle ages, became big business in the 19th century and an international industry in the 20th. Today it is the ubiquitous wallpaper of the postmodern era." I still think there's some separation of plot/narrative to be considered, you can't deny Schrader makes some sensible points.
narrative
media
plot
storytelling
film
paulschrader
writing
june 2009 by infovore
Gamasutra - Features - Beyond Pacing: Games Aren't Hollywood
may 2009 by infovore
"Another word for "pacing" is "storytelling". We never really tell stories to players; we just put them in games. Then players tell our stories to themselves." Interesting analysis of pacing in games, and what the demands games make on pace are. And, of course, that quotation.
games
narrative
pace
storytelling
analysis
may 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
Ending BioShock, by Tom Francis
april 2009 by infovore
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
bioshock
games
narrative
play
storytelling
writing
april 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
GameSetWatch - Column: 'Homer In Silicon': Blue Lacuna
february 2009 by infovore
"There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
games
writing
storytelling
narrative
interactivefiction
if
bluelacuna
february 2009 by infovore
GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince
january 2009 by infovore
"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
games
storytelling
narrative
difficulty
experience
flow
princeofpersia
gamesetwatch
january 2009 by infovore
Living Epic: Video Games in the Ancient World: Makin' <em>kleos</em>, makin' fanboys
january 2009 by infovore
"That is, the activity of making kleos, as a bard or as a player, is about forming an affinity group—people who think the game is a cool game, who want to talk about it, who would go to the mat for it. It’s about making fanboys. Odysseus is going to turn the Phaeacians into Odysseus fanboys, just as the bard of Odyssey 9 is going to turn his audience into fanboys of the Odyssey, just as he the bard is already such a fanboy."
games
storytelling
stories
epic
homer
fans
kleos
fandom
classics
january 2009 by infovore
Versus CluClu Land: It's the Little Things
december 2008 by infovore
"...my feeling is that the barriers to verismilitude in video games aren't technological-- lighting effects, texture work, mocapping-- but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
games
storytelling
narrative
design
technique
iroquoispliskin
december 2008 by infovore
Steven Spielberg interview - Quarter To Three Forums
december 2008 by infovore
...and here's a tiny bit that got cut from the final interviewer, from Tom Chick's own site. Spielberg talks in more detail about balancing storytelling and gameplay, and expands a bit on the cutscene problem.
tomchick
stevenspielberg
interview
games
play
narrative
cutscenes
storytelling
december 2008 by infovore
Steven Spielberg - Celebrity Byte - Yahoo! Games
december 2008 by infovore
Tom Chick interviews Spielberg on games for Yahoo!. Spielberg is consumate and smart, as you'd expect, but also well-grounded; he really does _play games_. "Yes, I've played Half-Life, of course" - the "of course" is the important bit.
games
stevenspielberg
interview
storytelling
narrative
play
boomblox
december 2008 by infovore
The Whale Hunt / by Jonathan Harris
december 2008 by infovore
"The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them - but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
photography
storytelling
narrative
interface
interactions
design
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
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
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
Fullbright: Being There
august 2008 by infovore
"...a video game is a box of possibilities, and the best stories told are those that arise from the player expressing his own agency within a functional, believable gameworld."
games
rules
contract
play
narrative
storytelling
august 2008 by infovore
Versus CluClu Land: Lasering Dudes is a Sport
august 2008 by infovore
"One of the reasons that sports have a such a reign over our imagination is that they feed into our love of storytelling. Sports are made to create situations with narrative significance: last-minute reversals, falls from grace, chances for redemption."
halo
games
play
narrative
storytelling
immersion
august 2008 by infovore
Versus CluClu Land: Gamers are Maximizers of Utility
july 2008 by infovore
"I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
iroqouispliskin
criticism
games
writing
gta4
narrative
gameplay
storytelling
reward
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
We Make Holes In Teeth: GDC 2008:: Slides for "Do, don't show"
july 2008 by infovore
Pat Redding is Narrative Designer on Far Cry 2. This is his presentation from GDC 2008, with full notes. It's very, very good: all about designing story in an open-world environment. Lots of detail. Designers: you need to read this.
games
narrative
storytelling
openworld
sandbox
presentation
gdc
farcry2
july 2008 by infovore
The Brainy Gamer: The genius blind spot
july 2008 by infovore
"I'm not terribly interested in proving Kojima a genius, but I believe we can accurately call him an auteur, and it's this aspect of his nature as an artist that has me thinking about D.W. Griffith and some interesting parallels between the two."
dwgriffith
cinema
theatre
games
narrative
storytelling
metalgearsolid
mgs4
hideokojima
auteur
july 2008 by infovore
The Brainy Gamer: Kojima and the theory of everything
july 2008 by infovore
"MGS4 is the game that contains everything Hideo Kojima knows about game design and storytelling - and that is precisely what's so thrillingly right and so damnably wrong with it. Faced with a myriad of choices [...] Kojima chose not to choose. "
hideokojima
metalgearsolid
mgs4
games
play
storytelling
narrative
structure
july 2008 by infovore
Our Writing Is Not Of Your World | Storytellersunplugged
june 2008 by infovore
"What that means, though, is that when you’re looking at game writing in that way, you’re trying to fix a busted carburetor with an oil gauge and a cheese grater." Some sensible analysis; such a shame we need to write things like this.
games
writing
narrative
storytelling
play
movies
disconnect
interactivity
june 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
Creating ‘The (Former) General’ | Mssv
may 2008 by infovore
"It's not quite a game, and while it does have branching, it doesn't allow the reader to affect the outcome of story - only their own experience of it." Adrian Hon on writing something better than Choose-Your-Own-Adventure. Some lovely visible thinking.
books
writing
storytelling
sixtostart
games
play
literature
hypertext
hyperfiction
fiction
may 2008 by infovore
Unlocking the power of parallel play | Technology | guardian.co.uk
may 2008 by infovore
""When people tell me about playing a game and tell me what happened to them, then I hear how different their stories are," he says. "To me, that's an indicator of how good the game is."" Will Wright hits the nail on the head.
games
play
stories
storytelling
willwright
may 2008 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
a presentation on rock'n'roll storytelling | guy parsons for "the reader/writer mashup"
october 2007 by infovore
"Adventures in particpatory, interactive, rock'n'roll storytelling." Guy's talk in fulltext format. Nicely done, Guy.
presentation
essay
play
storytelling
narrative
games
arg
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
Fray: Busted! True stories of getting caught in the act.
september 2007 by infovore
"Fray is being reborn as a quarterly printed book, and we need your help." A great move from Derek Powazek
fray
writing
creativity
magazine
storytelling
book
publishing
september 2007 by infovore
David Simon - ::thisismattfractiondotcom::
august 2007 by infovore
"He knows nothing and he needs everything explained to him right away, so that exposition becomes this incredible, story-killing burden".
writing
storytelling
davidsimon
thewire
august 2007 by infovore
[d20: The 60's] The KKK, free thinkers, and the unwashed masses - RPGnet Forums
december 2006 by infovore
Awesome - players decided to take d20 (D&D) entirely metaphorically, and use it to play out 60s social archetypes. To quote further down the thread: "you've made D&D... narrativist". Great stuff.
rpg
roleplaying
social
play
games
activism
metaphor
storytelling
narrative
december 2006 by infovore
Bruce Sterling. The Wonderful Power of Storytelling
march 2006 by infovore
Must read this - games and storytelling. Bruce is currently blowing me away at Etech06
games
storytelling
writing
narrative
narratology
text
design
march 2006 by infovore
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