Part 10 Putting into play – A meaning-maker’s techniques

 

“Putting into play” is a series that aims to shed light on how to design engaging and motivating game experiences by exploring the interplay between our thinking, learning, and emotions. In the final three parts of the series, covering cognitive aspects of narrative game design, I will fulfil a promise to show how you think when setting the core pillars intended to engage players’ thoughts and feelings.

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The Nemesis of Narrative

 

Many of the things I will say I’ve said before, but in different versions. However, I wouldn’t bring up the conventions regarding the sharp line between the narrative and the game if it weren’t due to a recent patenting of an engaging game pattern. So hang in there as I intend to clarify a few things concerning game creators’ freedom within entertainment to explore and express themselves as meaning-makers to engage and motivate others. All links are collected at the end of the post.

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Part 7 Putting into play – The hidden art of pacing 1 (3)

The Hidden Art of Pacing is a three-part trip, which takes you on a journey to trace the core to the hidden art of pacing by stripping familiar story and game structures from standard elements to discern the engaging and motivating forces that trigger the receiver´s building of experiences, feelings, and expectations.

Before shifting to interactive media, I wrote story arcs for films and television series. The technique of scriptwriting was to follow your gut, establish a conflict, take it to a climax, and end it with a twist. The receiver’s engagement was built into the dramatic story structure, which meant that focus was laid on the character’s motivations, relations, and behavior. As long as the audience stayed seated and the ratings were good, work continued as usual.

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Part 1, Putting into play – A model of causal cognition on game design


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 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 stylistic elements that are to be organized 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.

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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 stylistic 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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Are you a man or a mouse?

What differs our thinking from animals is that we can create meanings based on beliefs, desires, and dreams. What it means in practice is that we can have a dream about an adventure and start building a boat and create a meaning that motivates our actions. We can also stand on a carpet and pretend it´s a boat and share the experience with others by creating a meaning that makes others join in. But due to the conflicting currents between the church and science during the Enlightenment everything relating to our ability to imagine was put aside in order to study nature. In this way, our creation of meaning based on beliefs, desires, and dreams, together with stories that were seen as a carrier of fantasies and illusions, and where the narrative became the scapegoat to all creations that didn´t correspond to reality, bundled off away from science and labeled with the sign saying “disbelief”.

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Part 1, In search of the invisible narrative

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 the development of digital and interactive media. At that time there was nothing called narrative design, and when I took my master’s in computer science, the narrative was recognized 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