Transmedia: Storytelling for the Digital Age
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a look at the creative and technical worlds of immersive storytelling
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Jesse Cleverly: What if YouTube was the future for TV producers?

Jesse Cleverly: What if YouTube was the future for TV producers? | Transmedia: Storytelling for the Digital Age | Scoop.it

Welcoming Connective Media's CEO to MIPBlog! Here, he wonders whether digital channels could be content makers' saviours...

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Serialised Storytelling: A Changing Landscape

Serialised Storytelling: A Changing Landscape | Transmedia: Storytelling for the Digital Age | Scoop.it

Scott Clarke "[looks] at the some of the ways developers tell stories across multiple games, and the challenges associated with each approach."

The Digital Rocking Chair's insight:

Using The Walking Dead, Mass Effect, and Assassin's Creed as examples, this article looks at 3 different forms of serialised storytelling for games.

Tiana Martin's comment, December 30, 2012 10:41 AM
Awsome graphics
Brad Tollefson's curator insight, January 3, 1:35 AM

Don't play. But the slight slo mo engine seems uniformly monotonous...

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David S. Goyer Black Ops II interview – the white knight of storytelling

David S. Goyer Black Ops II interview – the white knight of storytelling | Transmedia: Storytelling for the Digital Age | Scoop.it

David Jenkins:  "GameCentral speaks to the writer of Black Ops II and The Dark Knight, about what makes a good video game story - and a bad video game movie."

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Sad ending: Is good storytelling at odds with 'winning'?

Sad ending: Is good storytelling at odds with 'winning'? | Transmedia: Storytelling for the Digital Age | Scoop.it

Leigh Alexander:  "Many players crave more authorship and storytelling in games -- until they get an ending they don't like" ...

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Lara Croft and rape stories: breaking down the bitch

Lara Croft and rape stories: breaking down the bitch | Transmedia: Storytelling for the Digital Age | Scoop.it

Laurie Penny: "Why is rape seen as a reasonable way to "strengthen" female characters?"

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Rockstar’s brilliant storytelling in Max Payne 3 (Spoilers)

Rockstar’s brilliant storytelling in Max Payne 3 (Spoilers) | Transmedia: Storytelling for the Digital Age | Scoop.it

Mark Purcell: "How Rockstar tells a great story through an action game."

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Prose Before Blows: The Rise of Narrative in Gaming

Prose Before Blows: The Rise of Narrative in Gaming | Transmedia: Storytelling for the Digital Age | Scoop.it
I come for the combat shotgun. I stay for the epic tale of hope and salvation. Or so it struck me recently...


Daniel Clark: "The rise of narrative in gaming has been exactly that – stories created under the auspices of game design, like any other component, tailored to the experience intended."

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To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare

To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare | Transmedia: Storytelling for the Digital Age | Scoop.it
As co-founder and GM of BioWare, I’m very proud of the ME3 team; I personally believe Mass Effect 3 is the best work we’ve yet created. So, it’s incredibly painful to receive feedback from our core fans that the game’s endings were not up to their expectations. Our first instinct is to defend our work and point to the high ratings offered by critics – but out of respect to our fans, we need to accept the criticism and feedback with humility.


A good response from BioWare to the controversy surrounding the Mass Effect ending.

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Designing User-Experiences: Game Design as Narrative Design

Designing User-Experiences: Game Design as Narrative Design | Transmedia: Storytelling for the Digital Age | Scoop.it

"Storytelling, via game writing, has been cast as a subservient player to game design in all but a few cases, and yes it’s developed an inferiority complex. The thing is, it’s a dicotomy that just doesn’t exist. Story and play are built out of the same units."

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The Narrative vs [Games] Mechanics Circus

The Narrative vs [Games] Mechanics Circus | Transmedia: Storytelling for the Digital Age | Scoop.it
While perfect as a hot topic that will get chins wagging and comments flowing, the debate over mechanics and narrative is a sideshow. Lets move past it.

 

[An interesting, if somewhat technical, look at the narrative design of video games.]

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Is Skyrim's AI Storytelling the Future of Gaming?

Is Skyrim's AI Storytelling the Future of Gaming? | Transmedia: Storytelling for the Digital Age | Scoop.it
What happens within Skyrim's snowy borders is a step closer to the holodeck fantasy many game designers and players are familiar with – an immersive, dynamic environment that responds to the player's actions in a coherent, even dramatic way.
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Ken Levine on the Storytelling Craft of BioShock Infinite

Ken Levine on the Storytelling Craft of BioShock Infinite | Transmedia: Storytelling for the Digital Age | Scoop.it
The creative director of Irrational Games explains why he's personally directing the acting between the two game leads, Booker and Elizabeth, for his upcoming sequel, and what he's learned over the course of working with the actors and the game...

 

[Ken Levine discusses how theatre has influenced his approach to game storytelling and working with actors - a fabulously indepth article.]

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The Halo Effect: On grassroots storytelling and fan fiction

The Halo Effect: On grassroots storytelling and fan fiction | Transmedia: Storytelling for the Digital Age | Scoop.it
Halo entered the sci-fi scene as a video game in 2001 with the release of Halo: Combat Evolved on the original Xbox. Being strictly a video game, no one expected it to spawn the dynamic, evolving universe that exists today.
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Storytelling in Games Part 2: Decisions, Decisions

Storytelling in Games Part 2: Decisions, Decisions | Transmedia: Storytelling for the Digital Age | Scoop.it
Welcome to part 2 of my weekly series examining different methods of storytelling in video games. Last week I talked about one of the more prominent styles of storytelling, the silent protagonist.

 

[Part 1 can be found @scoopit http://bit.ly/rtzqeF]

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How Video Game Stories Are Written

How Video Game Stories Are Written | Transmedia: Storytelling for the Digital Age | Scoop.it
Having just endured the train wreck that was Far Cry 3's narrative arc, now's the perfect time to look at this guide by GameFront on how to write a story for a video game.
The Digital Rocking Chair's insight:

Links to a very fun and somewhat (LOL) insightful infographic.

Jeni Mawter's curator insight, December 19, 2012 8:01 PM

Writing for video games brings its own challenges.

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Video Game Storytelling Isn’t Bad, It’s Just Different

Video Game Storytelling Isn’t Bad, It’s Just Different | Transmedia: Storytelling for the Digital Age | Scoop.it

Anthony Mole:  "Some critics argue that video game narratives are poor, in comparison to books and movies; however, maybe video games simply offer a different kind of story experience?"

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Video Game Writing and the Sense of Story [Writing]

Video Game Writing and the Sense of Story [Writing] | Transmedia: Storytelling for the Digital Age | Scoop.it

Tadhg Kelly: "Game writing struggles with the contradictions of storytelling because the approach is wrong. The right approach is storysensing, not storytelling."

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Is It Time for Games to Get Serious?

Is It Time for Games to Get Serious? | Transmedia: Storytelling for the Digital Age | Scoop.it

Laura Parker: "Should more mainstream games push thematic boundaries and explore the murky depths of human nature?"


Via Gary Hayes
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Irrational Interviews 11: Amy Hennig

Irrational Interviews 11: Amy Hennig | Transmedia: Storytelling for the Digital Age | Scoop.it

"The topic is, of course, storytelling. How does a writer create a complex narrative for a big budget video game? How does one drive the creative process of a large, intricate game development team?"

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The Dishonest Narrative Event: A Pitfall of Video Game Storytelling

The Dishonest Narrative Event: A Pitfall of Video Game Storytelling | Transmedia: Storytelling for the Digital Age | Scoop.it

"The Dishonest Narrative Event is any time the video game’s reigns are ripped from the player’s hands in order to serve a specific plot’s agenda. In some cases, it is simply irritating or otherwise forgivable. Other times, it is the exact reason why a game’s narrative falls apart due to its own self-obsession."


DRC: This article examines the clash between cut-scenes and player driven storytelling.  It includes some great examples of what does & doesn't constitute a "dishonest narrative event".


"Always play when possible, and only show when absolutely necessary."

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Mass Effect and its Controversial Ending – Key Questions

Mass Effect and its Controversial Ending – Key Questions | Transmedia: Storytelling for the Digital Age | Scoop.it

Simon Pulman: "As gaming technology becomes more sophisticated, and as the industry matures, gaming faces a number of key questions. One of these pertains to what the role of story is within video games"...


A great analysis by Simon Pulman with additional comments from Jeff Gomez.

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Audience and Story continued

Audience and Story continued | Transmedia: Storytelling for the Digital Age | Scoop.it

[Following on from his article @scoopit http://bit.ly/yu1Ob4 Lucas J. W. Johnson discusses "interactive" versus "authorial" story structure in game design.  He also suggests that transmedia may provide the best of both "storytelling" worlds.

 

Note:  it's interesting to compare Lucas' post with that of Tadhg Kelly @scoopit http://bit.ly/zBOEaB]

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How Talkies Killed Good Storytelling

How Talkies Killed Good Storytelling | Transmedia: Storytelling for the Digital Age | Scoop.it
The problem here is, every line that’s spoken in the games by any one character has to be pre-recorded. That has an impact on the possible solutions and quests given.
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Exclusive: Rockstar Games talks about shooting for perfection with Max Payne 3

Exclusive: Rockstar Games talks about shooting for perfection with Max Payne 3 | Transmedia: Storytelling for the Digital Age | Scoop.it
We wanted to create the most cinematic and seamless action shooter that we possibly could, something that offered satisfying and precise gunplay alongside the kind of powerful storytelling that the series is so famous for...
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Naughty Dog Aims to 'Change the F***ing [Gaming] Industry' with The Last of Us

Naughty Dog Aims to 'Change the F***ing [Gaming] Industry' with The Last of Us | Transmedia: Storytelling for the Digital Age | Scoop.it
Naughty Dog hopes The Last of Us is the storytelling renaissance this industry needs.
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Game Writers in the Trenches™ 8: Mary DeMarle

Game Writers in the Trenches™ 8: Mary DeMarle | Transmedia: Storytelling for the Digital Age | Scoop.it
The game industry is riddled with the unsung heroes of interactive storytelling. As game developers are increasingly looking to create meaningful virtual narrative experiences, listening to the real-world wisdom of these writers can help everyone on the development pipeline understand…
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