Transmedia: Storytelling for the Digital Age
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Transmedia: Storytelling for the Digital Age
a look at the creative and technical worlds of immersive storytelling
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What Happens When Video Games Can Read Your Face

What Happens When Video Games Can Read Your Face | Transmedia: Storytelling for the Digital Age | Scoop.it
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Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

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Soraia Ferreira, Ph.D.'s curator insight, March 3, 5:53 AM

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

Marc Wachtfogel, Ph.D.'s curator insight, March 3, 6:01 AM

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

blaucloud's curator insight, March 10, 9:31 AM

 

Elizabeth Segran:  "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"

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The Design Of Episodic Games (Part II)

The Design Of Episodic Games (Part II) | Transmedia: Storytelling for the Digital Age | Scoop.it
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Pascal Luban:  "Gameplay for episodic games:Questions to answer and pitfalls to avoid" ...

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Why can't we talk to the characters in games? Careful what you wish for...

Why can't we talk to the characters in games? Careful what you wish for... | Transmedia: Storytelling for the Digital Age | Scoop.it
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The Guardian:  "Naomi Alderman imagines a future where we have created full artificial intelligence for video games. It may not be as entertaining as you think" ... 

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How To Design An Escape Room

How To Design An Escape Room | Transmedia: Storytelling for the Digital Age | Scoop.it
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Steven Melendez:  "How escape room developers use tech, theater, and game design principles to make puzzles you can actually solve but can't break."

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What is Twine? (For Developers)

What is Twine? (For Developers) | Transmedia: Storytelling for the Digital Age | Scoop.it
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Liz England:  "A lot of developers (and some gamers) are kind of aware there’s this tool called “Twine” out there that makes web games, but don’t really know much about it. They don’t know why it’s popular and what it’s used for" ...

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David Collet's curator insight, September 1, 2015 1:02 AM

I am really enthusiastic about alternative career paths. This looks like it may assist someone trying to find a different way to 'test the waters' of publishing to an alternative stream.

Jenny Wakefield's curator insight, September 14, 2015 9:33 AM

I like this idea for creating interactive stories: Twine. The tool is available at http://twinery.org

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Her Story is a compelling new type of interactive storytelling

Her Story is a compelling new type of interactive storytelling | Transmedia: Storytelling for the Digital Age | Scoop.it
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Kyle Orland:  "Complex, gripping crime drama proves FMV games don't have to be awful."

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Marco Favero's curator insight, June 27, 2015 4:02 AM

aggiungi la tua intuizione ...

Laura Rosillo's curator insight, June 28, 2015 5:05 AM

añada su visión ...

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The Psychology of Flow: What Game Design Reveals about the Deliberate Tensions of Great Writing

The Psychology of Flow: What Game Design Reveals about the Deliberate Tensions of Great Writing | Transmedia: Storytelling for the Digital Age | Scoop.it
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Maria Popova:  "Great stories, like great life-stories, are woven of the same interplay between fertile ennui and surmountable frustration — so argues writer Peter Turchi in one especially rewarding section of the altogether stimulating A Muse and a Maze: Writing as Puzzle, Mystery, and Magic (public library | IndieBound)."

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Dr. Pamela Rutledge's curator insight, February 10, 2015 11:50 AM

One of the exciting gifts of the rising popularity of gaming and, by extension, game design is the increased visibility and appreciation of relationships among user experience, psychology and narrative.  This creates a broader understanding of the need for psych theories, like Flow, in thinking about and designing media and technology (#mediapsych).  As this excellent article illustrates, Flow, like narrative, is based on the fundamental push/pull of energy in every experience, the inherent conflict that moves life forward.  Flow is a masterful model of how this balance translates into psychological engagement.

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The (Fun, Violent) History Lesson Inside "Assassin's Creed Unity"

The (Fun, Violent) History Lesson Inside "Assassin's Creed Unity" | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Jeff Beer:  "You're running through the streets of Paris. The year is 1789 and you've just killed a guy with your bare hands. The question is, do you care if the graffiti you just sprinted past is historically accurate? Ubisoft does."

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David Collet's curator insight, October 23, 2014 8:18 PM

Fun. Serious. Innovative. Has integrity. 

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Finding Game Design

Finding Game Design | Transmedia: Storytelling for the Digital Age | Scoop.it
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Tadhg Kelly:  '"Game designer" sounds like a cool job, but often game designers actually do a much more ordinary job' ...

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3 Lessons In Game Design, From A Cutting-Edge Developer

3 Lessons In Game Design, From A Cutting-Edge Developer | Transmedia: Storytelling for the Digital Age | Scoop.it

Mark Wilson:  "A brand-new platform. A tiny studio. A hard launch date with no opportunity for delays. Broken Rules cofounder Felix Bohatsch shares how the team pulled it off."

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Matmi's curator insight, January 17, 2013 7:13 AM

Some great lessons for those in game design. We have a bunch of incredibly talented designers and designers here at Matmi who are always looking to learn more and developer there skills so we are able to give our clients the best game possible - HK

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Behind The Year’s Most Talked-About (Gun-Free) Game, “Unfinished Swan”

Behind The Year’s Most Talked-About (Gun-Free) Game, “Unfinished Swan” | Transmedia: Storytelling for the Digital Age | Scoop.it

Kevin Ohannessian: "One of the most acclaimed games of the year is one of the most unusual--a game that has players discovering the unfinished world of a madly creative king. Creator Ian Dallas talks about making a game about creativity itself."

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How developers deal with griefers

How developers deal with griefers | Transmedia: Storytelling for the Digital Age | Scoop.it

Simon Hill: "Griefers, the people in games that deliberately try to annoy others, are a problem for gamers. So how do developers plan design a game knowing that a small group will actively try to undermine their work?"

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Game Design with Kids: An Interview with Charley Miller

Game Design with Kids: An Interview with Charley Miller | Transmedia: Storytelling for the Digital Age | Scoop.it

"I always ask my game design students: "Where in this game is there a moment where the player is faced with an interesting choice?". These are the moments that give a game depth because players will want to explore the possibilities of their decisions"...

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The Design Of Episodic Games (Part III)

The Design Of Episodic Games (Part III) | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Pascal Luban:  "A game based on “brands” as strong as The Walking Dead or Games of Thrones automatically generate a lot of interest from gamers and the media. However, it would be a mistake to assume that episodic games became successful only because of their affiliation with some of the most popular TV series."

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Fausto Cantu's curator insight, February 15, 1:58 PM

Diseño de juegos episódicos parte III

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The Design Of Episodic Games (part I)

The Design Of Episodic Games (part I) | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Pascal Luban:  "Episodic games are not making the headlines yet but they are quietly carving out their place in the industry. As a reminder, those games are sold in episodes. Each of them costs a few dollars and offers between one and three hours of gameplay. Those games can only be found in digital form; players must download them and they cannot be purchased in retail stores."

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Open-World Games Are Changing the Way We Play

Open-World Games Are Changing the Way We Play | Transmedia: Storytelling for the Digital Age | Scoop.it
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Jake Muncy:  "Open-world games leave players to their own devices, free to explore what amounts to an enormous sandbox with no boundaries and few rules."

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Game Developers, Stop Hiding Your Narratives in Your Games

Game Developers, Stop Hiding Your Narratives in Your Games | Transmedia: Storytelling for the Digital Age | Scoop.it
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Rhys Cooper:  "The never-ending argument over what video games are designed for rages on. Should they just be fun, a piece of art, a fantastic story-telling experience or a combination of all three? Most would argue the latter, but for the moment I will focus on the narrative strategies in games and a particular bug-bear of mine" ...

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Tips on Designing Room Escape Games

Tips on Designing Room Escape Games | Transmedia: Storytelling for the Digital Age | Scoop.it
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Adam Clare:  "Want to design your own escape games? Here are tips on how to make your room escape game more fun and engaging. Including trends in real room escape games."

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Daniel Calabuig's curator insight, August 5, 2015 1:32 PM

 

Adam Clare:  "Want to design your own escape games? Here are tips on how to make your room escape game more fun and engaging. Including trends in real room escape games."

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Design Tips For VR Games

Design Tips For VR Games | Transmedia: Storytelling for the Digital Age | Scoop.it
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Tadhg Kelly:  "VR's coming whether you like it or not. How best to make use if it?"

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Fausto Cantu's curator insight, June 23, 2015 12:54 PM

tips para diseñar juegos en VR

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“Gamerliness” – How Games Can Evolve By Looking Inward

“Gamerliness” – How Games Can Evolve By Looking Inward | Transmedia: Storytelling for the Digital Age | Scoop.it
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Mary Lee Sauder:  "If you’ve ever studied art, you may have heard the term “painterliness,” used to describe works of art that derive meaning from drawing attention to the fact that they are just paint on a canvas or clay molded by human hands."

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Whyfinding: what pervasive gaming has taught me about 3D videogame design

Whyfinding: what pervasive gaming has taught me about 3D videogame design | Transmedia: Storytelling for the Digital Age | Scoop.it
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Christy Dena:  "In this post I’ll describe my problem with (some) videogames, how I figured out the nature of the problem, and what it means."

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Helen Teague's curator insight, August 3, 2014 9:15 AM

Extremely interesting discussion by Christy Dena about pervasive games, the fictional world we create overlaps with the player’s world. Dena includes external links to important studies and resources. I did not know what QWOP meant until this post (QWOP is a 2008 ragdoll-based Flash game created by former Cut Copy bassist Bennett Foddy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys)

Jeni Mawter's curator insight, August 11, 2014 2:29 AM

Christy Dena shares her insights.

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The Lesson of Mafia Wars [Game Design]

The Lesson of Mafia Wars [Game Design] | Transmedia: Storytelling for the Digital Age | Scoop.it
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Tadhg Kelly:  "Although it's not the first of its type (that honor belongs to Mob Wars) I've come to regard Zynga's Mafia Wars as a milestone moment in game design."

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LEGO Lord of the Rings interview: TT Games on recreating Middle-earth

LEGO Lord of the Rings interview: TT Games on recreating Middle-earth | Transmedia: Storytelling for the Digital Age | Scoop.it

Matthew Reynolds:  "LEGO Lord of the Rings sees Traveller's Tales take on yet another movie franchise, but with a few twists, constructing an open world and using role-playing game elements to make an experience with more depth and scope. We chat with producer Nick Ricks about the challenges of recreating Middle-earth, how side-quests were approached and how film dialogue was used in-game" ...

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5 tips for making more believable open world cities

5 tips for making more believable open world cities | Transmedia: Storytelling for the Digital Age | Scoop.it

Frank Cifaldi: "Creating a living, breathing, believable city is one of the biggest challenges to developers of open world gaming, so we asked the creative director of the upcoming Assassin's Creed III to share his secrets with you."

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What Makes RPG Dialogue Great (And How It Can Go Wrong)

What Makes RPG Dialogue Great (And How It Can Go Wrong) | Transmedia: Storytelling for the Digital Age | Scoop.it

Jason Schreier: "Words bounce and move in certain directions, with certain cadences and beats. You can tell when the pulse isn't there"...

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