The scientists, historians, and statesmen never arrived. Three worlds, each home to a long-dead civilization. You must be the speaker for these ancient peoples. Write whatever you are moved to by their landscapes. Write to share the joys and sorrows buried in their rubble. Write what you can imagine of their origins, existence, and fates.
Your word is all that keeps these worlds from being forgotten.
It's a controversial topic in gaming: should the focus be on improving the "gameplay" aspects of the game or making a story worth telling? You'll hear a different answer from everyone, whether they realize their answer is different or not.
Levine is looking to break down stories into their most primitive components, similar to how constructs of LEGO can be broken down to individual bricks. It’ll be interesting to see what Levine actually thinks those are.
I was an invited speaker by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast: Games MOOC - Live Event - "Narra (RT @jackiegerstein: "Narrative and Gameplay in Game Design" by @autnes #gamedesign #gamestudies...
When tales wag the dog: How narrative can help or hurt your game Gamasutra Some can make good use of storytelling elements, but are still primarily about the gameplay, like many first-person shooters and real-time strategy games.
I'm conflicted: On the one hand I love Call of Duty multiplayer. The sheer gaminess of it sunk its hooks into me long ago. But I also happen to be a huge fan... (Vincent just added Are mechanics or storytelling more important in games?
4-Layers, A Narrative Design Approach GameDev.net This article will be about a new way to approach narrative design in games - the 4 Layers Approach. It is based on a GDC talk I gave in March this year.
Gamasutra 'Plot is overrated': Game narrative is all about your characters Gamasutra the pair compared Hollywood's Three-Act narrative structure to storytelling structure in video games, and mused that it really doesn't work in games so well.
Jeffrey Earp's insight:
an interesting angle to Ken Levine's idea of narrative lego. Could the best "brick" unit be character-dependent rather than action or plot-dependent?
"The challenge lies in building non-linear, replayable (narrative) sequences. By breaking narrative down to its smallest yet non-abstract elements and finding ways to combine and recombine them, one could potentially build a nearly infinite array of narrative opportunities out of these small building blocks."
“Gamasutra GDC 2014 announces winners for Game Narrative poster sessions Gamasutra GDC and the Game Narrative Summit are proud to announce the winners of the 2014 edition of the annual Student Narrative Analysis Competition, who will all receive...”
"I love stories. I think they’re one of the most worthwhile, important things that we do as a species. But that doesn’t mean that stories are an absolute good, or that narratives are always pathways leading to a positive end. Who tells stories matters, as well as why they’re told. Our narratives both constrain and are constrained by structures of power. If we don’t sensitize ourselves to that, there are all kinds of things we won’t see that we probably should.."
Jeffrey Earp's insight:
Some interesting thoughts on the tensions between gameplay, narrative and emergent narrative. Already complex, even before adding learning to the mix.
The Role Of Storytelling In Game Design? Talking about Storytelling in games is an emotionally charged topic. There is a battle between different designers about the balance between narrative and gameplay.
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