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:
Last summer I took a walk to a National City Park in Stockholm to try out the newly released Pokemon Go. For those of who haven’t played Pokemon Go, it´s like using the map in a mobile phone but with the exception, that name of streets and city-related landmarks are removed and replaced with Pokestops that are placed within a range of bus stops. By reaching the Pokestops one gets balls to catch small cartoonish animals called Pokemon that appears on the map and can be collected. Alongside me, I recognised a group of people that were walking with a map in their hands looking for Tony Cragg sculptures that turned out to be placed within the same range as the Pokestops and where my Pokemon appeared their sculptures came into sight.