Part 3, Don´t show, involve

The series “Don´t show, involve” builds upon the narrative as a cognitive process and how to go from a thought to the plotting of an involving experience. As to get the most out of the third and last part of “Don´t show, involve” I would like to recommend reading the previous parts before continuing.

Part 1 Don´t show, involve – how to propel a thought towards a goal.
Part 2 Don´t show, involve – hands-on plotting towards a goal.

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Part 2, Don´t show, involve



In this part of “Don´t show, involve” we will follow Jenova Chen´s plotting of the online game “Journey” with the help of the thought-based method Narrative bridging. The article “The journey to create Journey – the quest for emotion”, which this hands-on plotting builds upon, can be found at Gamasutra. If you haven´t read the previous part of “Don´t show, involve”, it can be found here, and for further information about Narrative bridging and its theoretic background, you can go here.

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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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