The title Putting into play is inspired by the term mise-en-scene, which means, “putting into the scene” (or “put on stage”). The term had its origin in theatre and was later picked up by film scholars as to have a way of referring to the practice of directing, planning and controlling the elements for the desired effect on a stage or in a frame of a film. Since the term isn´t established in games but where the concept could provide an overlook of the stylish elements that are to be organised and arranged in the creation of a form; my intention is not to put a new term into play. What I will “put into play” are the thoughts that precede the choice of elements that are to become the parts of the desired form of an engaging and dynamic game system.
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.
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
Narrative constructors (designers) should always be vigilant to following: