Part 2 Narrative bridging on testing an experience

I wonder if you remember the feeling that slowly came over you when you wrote what would become your last letter to Santa? If you have never written to Santa or is still writing, maybe you have the experience of buying a lottery ticket and is thus able to recognise the feeling of doubt when questioning your beliefs, intentions, and desires, as to why you are putting hopes into something you know won’t correspond to your desires? The feeling I´m trying to describe is the same I have every time I return to science in matters that concern the narrative, which is complicated, to say the least. So in January, I decided to settle the relationship, with the same confidence I had when writing my last letter to Santa I wrote my last words to science in my text “Are you a man or a mouse.

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Narrative patterns of thinking


A schemata is a pattern of thinking that describes our seeking for meaning and how we categorise information and store it in small boxes that we call our memory, which forms our experiences and knowledge. What meanings we are creating from a narrative perspective is not easy to tell. However, what isn´t that unpredictable and arbitrary as we might think are the schemata that are running like a goal-oriented vehicle that makes us look for causes and consequences in familiar patterns.

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2 plus 2 but not 4

Thus the reality for they who work with narrative construction within the game industry is to work with a story driven/based genre I will revisit the conditions I described in the first part of the series “Don´t show, involve” when I paired up the writer Vince Gilligan (creator of the television series “Breaking Bad”) and the game designer Jenova Chen (the creator of the online game “Journey”). Since the story and the gameplay are seen as two separate elements within the game industry, which easily leads to the creation of two premises to be merged into one (1) form I will take a closer look at dialogues as a stylish element from the perspective of the narrative as a cognitive and dynamic element and how it can give meaning to an experience.

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Part 1, Don´t show, involve



I´m pretty sure you´ve heard the phrase, “Show, don´t tell” as a piece of advice when constructing narratives in film. The origin is said to come from the Russian writer Anton Chekhov who thought writers used too many descriptions and adjectives and should leave the interpretation to the receiver. Today the phrase works as an advising technique for screenwriters to avoid having a character knocking at a door at the same time it says: “I´m knocking on the door to see if my friend is at home”.

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What is narrative?

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.

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