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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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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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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