Don´t get confused if you recently heard me wishing you a great summer and then I pop up again. But the other day when a teacher asked me if I knew “gamification” I just couldn´t resist making another post.
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.
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, were bundle off away from science and labelled with the sign saying “disbelief”.
Have you ever wondered how surprises relate to our emotions beyond physical reactions and the horror genre? Would you like to know how a narrative constructor thinks in the creation of curiosity, surprises and suspense and how the cognitive vehicle of narrative works?
If anyone remembers the 2D pictures, which were popular in the nineties, that you had to stare at until a 3D image suddenly appeared, that´s how the challenge felt when trying to make people aware about the narrative. You might also recall how frustrating it was to have people standing over you when staring at the 2D image and hear them saying: “can you see it, can you see it?” and if not seeing “can´t you see it, can´t you see it?” or even worse, “I can´t believe you do not see it!” The only thing the 2D images did was to split people into a “we” and “them” and made them, that didn’t see, frustrated. Continue reading
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