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The Brainy Gamer: Narrative manifesto

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Saved by 3 people (0 private), first by anonymouse user on 2008-08-08


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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

Highlighted by wiscostorm

They believe what a growing number of designers now believe: the designer builds a system, but the player authors the story

Highlighted by wiscostorm

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.

Highlighted by jrstoltz

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.

Highlighted by jrstoltz

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]


Highlighted by jrstoltz

"hands-off" creator who enables the player with the tools and agency to co-author her experience.

Highlighted by wiscostorm

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.

Highlighted by wiscostorm

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.

Highlighted by wiscostorm

"what did you do?" versus "here's what I did."

Highlighted by wiscostorm

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]

Highlighted by jrstoltz

he brings to bear his training as a tarot card reader to suggest players are hard-wired to create meaning.

Highlighted by jrstoltz

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.

Highlighted by jrstoltz

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.

Highlighted by jrstoltz

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.

Highlighted by wiscostorm