This link has been bookmarked by 3 people . It was first bookmarked on 08 Aug 2008, by Gerhard Stoltz.
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13 Jun 09
Sarah SutterGames trying to get to a "new mode of storytelling" with a "genuinely interactive narrative experience [for] the player".
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15 Mar 09
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This core notion - that "interactive gaming" in its current state is essentially a sender-receiver relationship between designer and player - serves as the basis for nearly all the brainstorming and deep thinking about narrative video games tod
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They believe what a growing number of designers now believe: the designer builds a system, but the player authors the story
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"hands-off" creator who enables the player with the tools and agency to co-author her experience.
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The player is an agent of chaos, making the medium
ill-equipped to convey a pre-authored narrative with anywhere near the
effectiveness of books or film. -
These are player stories, not author stories, and hence they
belong to the player himself. Unlike a great film or piece of
literature, they don't give the audience an admiration for the genius
in someone else's work; they instead supply the potential for genuine
personal experience, acts attempted and accomplished by the player as
an individual, unique memories that are the player's to own and to pass
on. -
"what did you do?" versus "here's what I did."
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Rather than worry about how these relate to
some grand linear story, simply leave them as short vignettes that
connect and relate to one another through A.I. With enough potent
symbols and a willing subject, you don’t really need much control over
the narrative at all. The player will create the story for you.
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08 Aug 08
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And at the same time on the level design side
isn't primarily there just to kind of help concoct missions, but is really
there to try to make sure that every time the player feels like they ought to
have a say in the way things are unfolding, that there's some system that
supports it. -
We just say, let's take the player as close as we can,...put him into this really, really difficult
position, a terrible situation that probably most of us would like to
avoid if
we could, and try to get him to make decisions in a way that will help
him
survive, that will help him pursue his larger goals, that will allow
him to
potentially change those larger goals if
he decides that he doesn't believe in them anymore, and to be able to
deal with
characters and situations on a case by case basis. In other words, give
him the
freedom to fuck up, give him the freedom to have a moment of triumph,
or a
moment of weakness, or moments of regret. - 5 more annotations...
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These are all things that we try to let the player do, but
since we can't know what's in the player's heart, we can't know what the
player's thinking - and hell, maybe 80% of our players are just like, "Yes,
this is great fun! I'm blowing stuff up and burning things." Maybe only a
small piece of that message gets though. And if that's the case, that's fine.
We've still built a really good shooter. But what we're saying is, for that
percentage of gamers who are affected by these things, and who think about
these things, we want it to be there. [2] -
the game designer's role is to provide the player with an intriguing
place to be, and then give them tools to perform interactions they'd
logically be able to as a person in that place-- to fully express their
agency within the gameworld that's been provided. [5] -
he brings to bear his training as a tarot card reader to suggest players are hard-wired to create meaning.
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This might
shock you, but the real key is to not actually believe you’re
predicting the future when you do a reading. Instead, pretend you’re
giving someone an elaborate ink blot test. It’s like holding up a giant
symbolic mirror that will, thanks to our mind’s natural inclination to
assign meaning to chaos, create an incredibly personal and profound
story for the subject. -
I don’t need to be in control of the
meaning the cards create for a person, because I know the meaning they
create will be far more powerful anyways.
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