In this part of “Don´t show, involve” we will follow Jenova Chen´s plotting of the online game “Journey” with the help of the thought-based method Narrative bridging. The article “The journey to create Journey – the quest for emotion”, which this hands-on plotting builds upon, can be found at Gamasutra. If you haven´t read the previous part of “Don´t show, involve”, it can be found here, and for further information about Narrative bridging and its theoretic background, you can go here.
Narrative bridging is a thought-based method developed in 2010 to support the design process to organize, monitor, and control the generation of information (narrative) to create a meaningful interaction.
In an interview for a position as a narrative director, I was asked what I would do if there were conflicts in the team about individual preferences. I could tell by their looks that they didn’t believe me when I replied that there are no conflicts where I work. To explain what I meant, I´d like to straighten out the concept of conflicts.
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.
Narrative constructors (designers) should always be vigilant to following: