To end up fighting for children´s rights was an awakening since I had resided as a good dog within the bubble of entertainment believing that a meaningful experience was directed towards something positive and where my wheeling of the narrative vehicle differed from the opposite which could be seen in the absence of a reciprocally shared goal where expectations by a “we”, based on preconceptions, considered to know what was best for others. Continue reading
If anyone remembers the 2D pictures, which were popular in the nineties, that you had to stare at until a 3D image suddenly appeared, that´s how the challenge felt when trying to make people aware about the narrative. You might also recall how frustrating it was to have people standing over you when staring at the 2D image and hear them saying: “can you see it, can you see it?” and if not seeing “can´t you see it, can´t you see it?” or even worse, “I can´t believe you do not see it!” The only thing the 2D images did was to split people into a “we” and “them” and made them, that didn’t see, frustrated. Continue reading
How the game industry understood narrative, wasn’t really a big issue (the problems should be found somewhere else). As I always worked within entertainment, I never thought of a narrative from any other perspective than to deliver a feeling of something worth spending time on and where the goal was to give something people didn’t know they were missing. Continue reading
This is the home of my work and findings as a narrative constructor that I would have liked to find myself in the late nineties when moving my skills as a writer and director within film and television to development of digital and interactive media. At that time there was nothing called narrative design, and when I took my master in computer science, the narrative was recognised as not to be part of game studies and human-computer interaction (HCI). The narrative was like “It-Which-Must-Not-be-Named” until I met a Lyotard-reading captain of a robot football team who Continue reading
I was recently asked if I could show a perfect narrative composition for everyone to see. There aren’t any, I replied, and remembered the puzzled faces when giving lectures in narrative design when I avoided answering which video game I liked; since if I did I was likely to receive concepts that looked the same.
When setting up the site I realised when a child passed by and asked, “What is narrative?” that I had beat around the bush. Since adults tend to make things more complicated than they are, and before me I saw a ten pages report about narrative as a not media specific and thought-based system, the child´s question was a disturbing reminder that it was time to grab the bull by the horns.
Narrative constructors (designers) should always be vigilant to following:
Quite a while ago when giving lectures in narrative construction even though it was early in the morning my students were already there looking like they hadn’t slept and with their arms folded over their chests. With a defiant look in their eyes, they declared, “We won’t do this”. Continue reading