[{“id”:864,”date”:”2016-12-07T13:12:19″,”date_gmt”:”2016-12-07T19:12:19″,”guid”:{“rendered”:”http://narrativedesign.org/?p=864″},”modified”:”2017-06-06T17:38:10″,”modified_gmt”:”2017-06-06T22:38:10″,”slug”:”reality-is-dead”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2016/12/reality-is-dead/”,”title”:{“rendered”:”Reality Is Dead”},”content”:{“rendered”:”
It seems the 19th century killed God and the 20th century killed reality.n”,”protected”:false},”excerpt”:{“rendered”:”
It seems the 19th century killed God and the 20th century killed reality.n”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[1],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/864″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=864″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/864/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=864″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=864″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=864″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:859,”date”:”2016-11-26T13:20:54″,”date_gmt”:”2016-11-26T19:20:54″,”guid”:{“rendered”:”http://narrativedesign.org/?p=859″},”modified”:”2016-12-30T12:42:54″,”modified_gmt”:”2016-12-30T18:42:54″,”slug”:”the-drama-of-friends”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2016/11/the-drama-of-friends/”,”title”:{“rendered”:”The Drama of Friends”},”content”:{“rendered”:”
I first encountered Zuckerbergu2019s Friend function in about 2004 while doing research as a graduate student in interactive media.n
It was unique, but I failed to see its brilliance.n
To me it felt like a retreat to the social habits of high school and, to some extent, I suppose it was for us all. Or at least about a billion of us.n
The Facebook platform had yet to hit campus at The University of Southern California, and it seemed ripe to be exploited by it. So I sent a note to Mark and stated he should expand to other campuses, an idea he was probably already on top of.n
I never heard back.n
Over the years since, Iu2019ve stepped in and out of the Facebook scene. My current account and series of pages being the latest edition. Most recently over the course of the past two years, my casual research has turned into performance. I call it u2018transmedia storytellingu2019.n
You see, Iu2019m an interactive dramaturge. I started working in interactive drama at USCu2019s Annenberg Center under one Marsha Kinder in 2003.n
I design interactive systems to convey meaning, and so that a user might speak of their experience as a story, one well told.n
It took me by surprise recently to realize the Friend function may be the most dramatic function in interactive media today.n
More so than the flame wars of internet trolls, or the recoil on a virtual rifle in Call of Duty, Friending (and Unfriending) is so powerfully dramatic it echoes into real life. Itu2019s now taken so seriously people have a hard time differentiating between real friends and social media Friends.n
Iu2019ve learned this through a series of experiments using social media for performance, culminating in a crowdfunding campaign I ran a little while backu00a0and the subsequent product development.n
Though I understand why say, my niece or twenty-something cousin might take it all too seriously, I find it compelling even my professional associates do.n
My performance was so on-point that they were like putty in my hands, even when Iu2019d explain that it was a performance, a game, a story, a system, theyu2019d cower, call me crazy, or even yet worse assume I was some hacker bot.n
I didnu2019t intend to be malicious or hurtful, but Iu2019ve had several old real-world friends tell me off as a result. Such is life.n
Part of the beauty I believe is the simple binary of Friend and Unfriend. Iu2019d like to see Facebook implement a system like Google Plus. The Circles function is/was helpful in disseminating content unto targeted social groups. Sure Facebook has u2018securityu2019 measures, but again with limited variability.n
To some extent this realization has humbled me, Iu2019ve worked really hard to create interactive opera, but it seems Zuck might have me beat.n
We once thought that interactive media was moving into the creation of synthetic worlds, what in fact it has done is made the world more synthetic. The two now bleed together and for the most part people have a hard time cognitively differentiating between the screen and real life. The study of mirror-neurons in this context I imagine would only reinforce such a thesis. Read mine @ NarrativeDesing.orgn
Though I remain skeptical of the commodification of u2018friendu2019 and friends. The u2018Unfriendu2019 has become one of the most dramatic functions in social media.n
What Disney did to fairy tales and fables, Zukerberg has done to our social lives.n”,”protected”:false},”excerpt”:{“rendered”:”
I first encountered Zuckerbergu2019s Friend function in about 2004 while doing research as a graduate student in interactive media. It was unique, but I failed to see its brilliance. To me it felt like a retreat to the social habits of high school and, to some extent, I suppose it was for us all. Or … Continue reading The Drama of Friendsn”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/859″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=859″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/859/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=859″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=859″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=859″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:721,”date”:”2015-08-13T14:54:39″,”date_gmt”:”2015-08-13T19:54:39″,”guid”:{“rendered”:”http://narrativedesign.org/?p=721″},”modified”:”2017-06-06T20:10:31″,”modified_gmt”:”2017-06-07T01:10:31″,”slug”:”player-stories-interactive-narrative-design”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2015/08/player-stories-interactive-narrative-design/”,”title”:{“rendered”:”Narrative Design 101″},”content”:{“rendered”:”
Designed narrative should drive all acts of creative communication. Mind I didn’t say story.n
Narrative is structure, experience the vehicle and story its interpretation. Design, functional art, is a fundamentally expressive communication with the external world though which an author relays a message. Intent is not a question. Great designers always call function and purpose into question when defining form. When structuring engaging user-experiences for the actual or virtual it’s no different.n
For various reasons the stage has been set for an unnecessary battle between play and story. Storytelling has been cast as a subservient player to design in all but a few cases, and yes it’s developed an inferiority complex.n
The thing is, it’s a dichotomy that just doesn’t exist. Story and play are built out of the same units.n
What the interactive narrative design paradigm I preach so vehemently about proposes is that either you put down your shield and get to collaborating, or fall victim to the next generation of talent whom fuses both these skills into one pungently wonderful craft of entertainment wizardry (I’m scared of them myself). This crew of inspired story makers grew up on “Assassin’s Creed”, GTA and “Halo”. They aspire to make games a dance of meaning, form, action and symbol. Suppose that’s one of the reasons why I do to, I’ve taught them, they rock. Really though, Disney Imagineers have done this and done this well for years. If you need a lesson promptly make your way to a theme park. Take those lessons alone to the context of game/experience design and think about the possibilities.n
n
n
In the end that’s what it’s about. Reaching out to people and enriching their world with play, intrigue, fun and ultimately joy. Using a combination of game design, UX, traditional story development techniques, writing, visual theory, production design – and everything in between (couldn’t hurt!). Whatever included needs to be aligned with the intended user-experience, in order to further agency and suspension of disbelief. The design must be managed as a whole, driven by the precepts of the core creative vision and its subsequent iterations.n
This isn’t writing nirvana – I’m not here to blow hot air. We are talking about designing games -next-generation entertainment experiences a different way – a narrative-centric approach. Driven by the idea that mechanics – actions – are the fundamentals units of both story and game play.n
What do you want your audience to walk away and say about your experience?n
Itu2019s going to be a story u2013 the viewer/user/players story u2013 not the one you paid top-dollar for some Hollywood talent to write. “I did Xu00a0and then Yu00a0before all of Fu00a0happened. It was awesome.”u00a0That story is driven by the narrative architecture, the navigable interactive sequence that is experience.n
What we have here is a medium with the power to command the world, quite literally, to enable the protagonist in us all. We, us, here see it u2013 there veiled in the distance like the flowering of some alien moon. What we, as game developers, as experience designers, are called to do is make and make again. Until its picture is so clear u2013 it drops like radiant fire from the sun, piecing the beholders eye and saying u201cYES! THIS IS YOUR WORLD! MAKE IT YOUR OWN!u201cn”,”protected”:false},”excerpt”:{“rendered”:”
Designed narrative should drive all acts of creative communication. Mind I didn’t say story. Narrative is structure, experience the vehicle and story its interpretation. Design, functional art, is a fundamentally expressive communication with the external world though which an author relays a message. Intent is not a question. Great designers always call function and purpose … Continue reading Narrative Design 101n”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/721″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=721″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/721/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=721″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=721″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=721″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:715,”date”:”2015-08-13T14:43:42″,”date_gmt”:”2015-08-13T19:43:42″,”guid”:{“rendered”:”http://narrativedesign.org/?p=715″},”modified”:”2017-06-06T17:39:48″,”modified_gmt”:”2017-06-06T22:39:48″,”slug”:”a-hypertextual-transmedia-database-narrative”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2015/08/a-hypertextual-transmedia-database-narrative/”,”title”:{“rendered”:”Hypertextual Transmedia Database Narrative”},”content”:{“rendered”:”
The sci-fi docudrama selfie of transmedia project I produced over the past three weeks, shot/developed over the past 10 years, just broke 50,000+ views on Youtube @ http://bit.ly/1EONuug – Heck you might see yourself in it. Still in a rough cut, but it while it’s free! u00a0It’s a hypertextual transmedia database narrative. We can talk about that more later – in class. Find more of the story @ Pinkyelephant.com and various other outlets in the actualu00a0and virtual worldu00a0we now co-occupy.n
The sci-fi docudrama selfie of transmedia project I produced over the past three weeks, shot/developed over the past 10 years, just broke 50,000+ views on Youtube @ http://bit.ly/1EONuug – Heck you might see yourself in it. Still in a rough cut, but it while it’s free! u00a0It’s a hypertextual transmedia database narrative. We can talk … Continue reading Hypertextual Transmedia Database Narrativen”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/715″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=715″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/715/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=715″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=715″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=715″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:597,”date”:”2012-02-29T12:26:03″,”date_gmt”:”2012-02-29T18:26:03″,”guid”:{“rendered”:”http://narrativedesign.org/?p=597″},”modified”:”2017-06-06T17:39:10″,”modified_gmt”:”2017-06-06T22:39:10″,”slug”:”games-are-story-engines-interactive-narrative-design-architecture”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2012/02/games-are-story-engines-interactive-narrative-design-architecture/”,”title”:{“rendered”:”Interactive Narrative Design Architecture”},”content”:{“rendered”:”
Players tell the story in all play experiences, no matter how scripted. Their navigation though said play system is recorded cognitively over time as an experience. Their actions and the game worlds reactions build over time to create a sense of being; of doing – of infinite agency in a closed system. Even Arcade classics do this, as do pen n’ paper RPGs and FPSMMOs, and everything in between. No matter how shallow the interactivity, the gameplay. They peice together and fill in gaps to create a complete picture of the game.n
Just ask anyone that has played a game “what happened?” and you will hear drastically different tales. Most probably not the one ‘penned’. The narrative is an architecture – just ask Jenkins. His “Game Design as Narrative Architecture” essay was one of the pieces of the puzzle when I wrote the “narrative designer” position for THQ in the spring of 2006, just after E3. It provides an interesting context for the understanding of how narrative functions in game systems. Working at Marsha Kinder’s Labyrinth Project on what she called “Database Narrative” deeply informed how I have come to approach interactive entertainment, more specifically games.n
n
Database narrative is about forming a multi-dimensional array of narremes (narrative elements) that are rendered to the user according to their navigation within the rule-sets of said system. This is different than the narratological view that the reader is actively producing during the act of reading, but only in the sense that the players actions directly drive moment-to-moment action. Sure, some games fail to create the feeling of agency in a closed system, but it’s deceptively simple. You don’t need infinite systems, open worlds, 5.1 sound and photo-realistic visuals to achieve this.n
This is the essence of interactive narrative design.n”,”protected”:false},”excerpt”:{“rendered”:”
Players tell the story in all play experiences, no matter how scripted. Their navigation though said play system is recorded cognitively over time as an experience. Their actions and the game worlds reactions build over time to create a sense of being; of doing – of infinite agency in a closed system. Even Arcade classics … Continue reading Interactive Narrative Design Architecturen”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[39,22,3,41,40],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/597″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=597″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/597/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=597″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=597″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=597″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:595,”date”:”2012-02-12T19:10:25″,”date_gmt”:”2012-02-13T01:10:25″,”guid”:{“rendered”:”http://narrativedesign.org/?p=595″},”modified”:”2017-06-06T20:39:23″,”modified_gmt”:”2017-06-07T01:39:23″,”slug”:”masters-of-narrative-design-10-christy-marx”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2012/02/masters-of-narrative-design-10-christy-marx/”,”title”:{“rendered”:”Masters of Narrative Designu2122 10: Christy Marx”},”content”:{“rendered”:”

Christy Marx – Transmedia Writer & Narrative Designern
Can you talk about your role as a u201cNarrative Designer?u201dn
CM: I consider my role as a Narrative Designer to be two-fold: a) as a game designer specializing in how to integrate storytelling with gameplay; and b) as a writer who carries out that integration. By u201cstorytellingu201d, I mean all aspects of storytelling, not solely text or dialog — the full spectrum of audiovisual storytelling.n
Yet another aspect is working with the design of the UI, as the UI is crucial in how story will be delivered. Likewise, it helps when I have significant input on the Tools side of things, so that implementing narrative is easy and timely to accomplish.n
Or to put it more simply, you could say that a Narrative Designer is a writer who understands game design.n
With that understanding, does your game writing influence game-play?n
CM: In the videogames business overall, story is a low rung on the development ladder. There are happy exceptions, but in general I find that game writing is the first thing to be sacrificed if it inconveniences gameplay. Having said that, without superb gameplay, no amount of story is going to save a game, BUT thereu2019s no reason this has to be a binary choice. It doesnu2019t have to be one or the other, story or gameplay. Ideally, both should be given equal weight and ways found to mesh the two rather than treating them as separate entities. The games business has a long way to go to reach this mutually beneficial method of development.n
n
Not every game needs to incorporate story, of course, but for those that need it, good storytelling is on a par with good art, good music, good sound, good programming and good game design to elevate the quality of a game. Few people these days would consider releasing a game with crappy art, lousy code or half-assed design, so why should they consider releasing with inferior storytelling or writing?n
What role does story have in u2018socialu2019 games?n
CM: Much of that is being in the process of exploration and discovery with some social games doing a better job of it than others. I see story in social games serving the same needs as any other game with story. Those needs include: conveying game information; setting any combination of theme, tone, mood or emotion ranging from anywhere between light humor to grim action; making your characters come alive and feel real; creating immersion for the player; giving the player a reason for what sheu2019s doing and reasons to keep doing it; and giving the player a feeling of satisfaction and achievement.n
Is there a particular reason this sector of game industry appeals to you?n
CM: What I would love to do above all is design and write a good, old-fashioned adventure game like the ones I made for Sierra On-Line. Thatu2019s the sector Iu2019m hoping will offer itself up to me. But really, any sector where thereu2019s a genuine desire to mesh story and gameplay would make me happy.n

Christy’s first videogame title “Conquests of Camelot: The Search for the Grail” by Sierra On-Line, Inc.n
What is the most challenging part of writing for games?n
CM: There are the usual challenges involving non-linear thinking, the need to be quick and flexible in adapting to sudden changes to the game, delivering good writing while fulfilling all the other needs I mentioned earlier.n
But to be blunt, I find the most challenging part usually is convincing the rest of the development team that story and writing is important, and not something to be treated as an afterthought or a thin veneer or given lip service with no real support behind it. A few years back, I worked on a project where one of the Leads insisted on referring to story as the u201cwrapperu201d. u201cWe just need a wrapper for this feature.u201d I couldnu2019t get him to understand why that belittled what I could bring to the process. Itu2019s a small thing, but small things give away larger underlying issues.n
Looking back on your history as writer I find so many rich pop franchises that have influenced me and generations of storytellers. What story have you told that you are most proud of? Why?n
CM: The projects Iu2019ve worked on that made me the happiest and of which I remain proud are those where I had the most creative control. Jem and the Holograms remains my favorite work in animation and Iu2019m constantly gratified by the impact it had (and continues to have) on generations of viewers. In comics, it was my series, The Sisterhood of Steel. In games, itu2019s my Sierra adventure games, Conquests of Camelot and Conquest of the Longbow.n

“Jem and the Holograms” just one of the many TV serials that Chritsy has written forn
Having crossed over to many media formats with your storytelling abilities, what does transmedia storytelling mean to you?n
CM: u00a0Iu2019m somewhat amused by this buzzword, which barely even existed when I started writing my book for Elsevier about writing for animation, comics and games. I had to sell them on the concept and I called it cross-platform writing.n
Since then, Iu2019ve seen two trains of thought developing around the concept. One train of thought says that itu2019s a single story told across multiple media. What the Wachowski Brothers did with The Matrix fits this definition nicely. They told a cohesive story across a single timeline with the same foundation and same characters in live-action movies, animation, comics and games.n
Another train of thought is that transmedia means telling stories in multiple media based on a unifying, but not necessarily consistent IP. There are countless examples of this. Classic examples are The Batman and Spider-Man, who have undergone decades of evolution and change through comics, TV, films, games, and so on. Such IP are constantly renewed, reinvented and ported to any form of media possible, usually at the expense of consistency or cohesion. Hence we have the practice of retconning (retroactive continuity) where a characteru2019s origin or history is rebooted in order to tell it over again from a new direction. And in some cases, over and over and over and over.n
I feel both of these are valid definitions for transmedia. If you tell stories with shared elements (be it characters, a world, a timeline, an IP) and it spans more the one form of media, itu2019s transmedia.n
What is not transmedia is adapting a story from one medium to another without making it a new story. The Lord of the Rings movies are adaptations of the books, not transmedia. The LOTR games, however, share the world, key elements and perhaps some of the characters, but use them to tell new stories in a new format. Thatu2019s transmedia.n
Of those ridden waves of media-formats has anything changed or are we still just aiming for a story well told?n
CM: In my opinion, we — meaning we writers, anyway — are always aiming for a story well told. I mean really, who wants to use a new medium to tell a crappy story?n

A pane from Warp Graphic’s “Elfquest – Wolfrider” series written by Christyn
Being a total fanboy of several of your works in properties like Elfquest, TNMT, Conan, Jem, Babylon 5, and The Matrix Online,u00a0just to name a few, I canu2019t help be awed by your breadth and versatility. How do you approach writing for a new story world?n
CM: The approach I take will depend entirely on the nature of the IP. With an established IP such at LOTR, Conan or Elfquest, I immerse myself in the source material. In those cases, I was already thoroughly familiar with the body of work. All the same, I go back and study the source material intensely. I have tremendous respect for the original writers of such works. With Conan, where I had to adapt it to animation (a particularly difficult task), I drew as much inspiration as I could from Howardu2019s original works, but had to make rather large changes in tone and action in order to make it work as an animated series for kids.n
TV projects, such as Babylon 5 or Captain Power, come with the world, characters and basic elements laid out by the creator, so itu2019s a matter of working within the guidelines they create. u00a0The same is true for animated projects I worked on, such as Bucky Ou2019Hare where I had a comics series to work from, or Teenage Mutant Ninja Turtles which was one of the early transmedia properties, jumping as it did from comics to animation to features.n
With projects that didnu2019t have an established IP, such as Jem, the first thing I have to keep in mind is the format. Working out the guidelines for 65 half-hours of animation requires different thinking than working out a new story for a console game. The former has to have enough depth and complexity to keep it going for the long-term, while the latter needs something that can be easily conveyed within the bounds of stand-alone console gameplay.n
However, any time I have the freedom to create something new, I approach it on a macro level down to a detail level. With Jem, it was all about the large cast of characters. It was a soap opera with music and action. I didnu2019t need to invent a new world, so I focused on those relationships.n
If I have a whole new world to invent, I think about the physical aspects of the world and how that would impact what lives on it; how the geography influences the development of the things that live there; what the societies, cultures, economies, religions and politics would be for each group, and finally it gets down to creating the biographies of the individual characters that fit inside that macro-view of a cohesive world. Thatu2019s the fun stuff. I love creating an entire world in order to make my story work.n
Could you recount the story about how you met Richard and Wendy Pini?n
CM: Having been, as I said, a rabid comics reader, I followed Wendyu2019s Elfquest series from the beginning and loved it. I began attending the San Diego Comic Con when I was making the shift from a fan and reader to a professional writer. During that time, I also played the Celtic Harp, a brass-strung Caswell lap harp. Iu2019m not a particularly great musician, but I managed to teach myself a Wolfrider song that had been included in an issue of Elfquest. Knowing that Wendy would be at SDCC, I went to the Warp Graphics booth with my harp, found Wendy and played the song for her. She was totally delighted and we began a long-standing friendship. Sheu2019s a unique, talented woman and Richard is her rock. I treasure both of them.n
n

An episode of “Babylon 5” written by Christy entitiled “The Grail”n
As an avid book reader, does classical story structure influence your work?n
CM: If by u201cclassical story structureu201d you mean telling a story with a beginning, middle and end, then absolutely. I am first and foremost a storyteller. I want people to thoroughly enjoy any story I tell and feel satisfied at the end of it.n
Who are your biggest influences?n
CM: u00a0Within the field of writing, I was most heavily influenced by Mary Stewart (whose mastery of first-person storytelling is amazing), Isaac Asimov, Ray Bradbury, J.R.R. Tolkien. I was heavily influenced by more comic books than I could ever recount, having been a rabid reader of comic books and newspaper comic strips from the time I could read. The original Star Trek influenced me (OK, I had a thing for Spock. Stop snickering.) I have simply been in love with both the printed word and visual storytelling my entire life, with an emphasis on fantasy and science fiction.n
How do you see professional story development changing to meet the growing expectations of todayu2019s audiences?n
CM: What field are we talking about here? If weu2019re talking about games, I hope to see increased demand for more mature, complex stories that are well integrated into the gameplay, with story and gameplay blending seamlessly toward a common goal — giving the player a satisfying experience. That means continuing to think about the visual and audio components of telling story, in addition to text or dialog. Writers will more and more need to be visual storytellers who think in dimensions beyond the written word alone.n
Will automatons even be able to tell stories without human intervention?n
CM: I could see AI developing to the level of using the basic u201crulesu201d of story to turn out something that seems like a story on the surface. But I donu2019t think anything can fully duplicate what the human heart and mind adds to what lies beneath the surface. I think good writing is the ability to find words for those things that are beyond words.n

An episidoe from Rod Sterling’s “Twilight Zone” entitled “Cat and Mouse” written by Christyn
In that, what does story mean to you?n
CM: What I look for personally is a fiction that takes me away from the mundane, that transports me to new, adventurous, unusual places and times, and gives me compelling characters to learn about and care about and follow to whatever end awaits them.n
What is your vision for the future of story?n
CM: I donu2019t think I have anything as high falutinu2019 as a vision for the future of story. The best I can do is keep trying to improve my craft and keep telling the kind of stories I would want to enjoy myself.n
Christy, thanks for taking time out of your busy schedule to interview with the NDE.n
Christyu00a0is true veteran of the entertainment industry, let aloneu00a0video game storytelling. Her humble honesty, candor and experienceu00a0make here a incredibly compelling person to speak with. She remains committed to story and is surely an inspiration to us all. I know I have learned, and Iu00a0hope you can say the same. Foru00a0The Narrative Design Exploreru2122 Iu2019m Stephen Dinehart.n”,”protected”:false},”excerpt”:{“rendered”:”
This is an ongoing NDE series featuring interviews with Masters of Narrative Designu2122. As entertainers increasingly look to create meaningful interactive narrative experiences, looking at the lessons learned by these masters becomes increasingly valuable. Todayu2019s master is theu00a0none other thanu00a0Christy Marx. Christy is a lifelong lover of the written word, her works have spannedu00a0media formats … Continue reading Masters of Narrative Designu2122 10: Christy Marxn”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[20],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/595″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=595″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/595/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=595″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=595″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=595″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:544,”date”:”2011-09-14T08:05:24″,”date_gmt”:”2011-09-14T13:05:24″,”guid”:{“rendered”:”http://narrativedesign.org/?p=544″},”modified”:”2017-02-10T15:46:42″,”modified_gmt”:”2017-02-10T21:46:42″,”slug”:”what-is-a-narrative-designer-3″,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2011/09/what-is-a-narrative-designer-3/”,”title”:{“rendered”:”What is a Narrative Designer?”},”content”:{“rendered”:”
The Narrative Designeru00a0is a role in contemporary video game development first seen in 2006 when the video game publisher THQ began hiring for the position I wrote based on talks with THQ Canada dba Relic Entertainment.u00a0 While the strict definition may vary from team to team, andn

Stephen E. Dinehart IV in the THQ dba Relic Entertainment Story Room, June 17, 2007n
production to production, the core of this role is to champion story, craft compelling narrative elements, and define the systems through which they will be delivered to the player.u00a0 Interactive Narrative Design is a new craft waiting to be further defined and explored.n
While writers to some extent have been engaging in narrative design for linear storytelling arguably since Aristotle, it is wholly new to the field of interactive entertainment.u00a0 Since working with the team at THQ to create the “Narrative Designer” position in 2006, the industry has seemed to watch the development of this new role with a skeptical eye.u00a0 Many writers have falsely taken on the self-appointed title of ‘Narrative Designer’ and as a result there has been a watering down of the term and a general sense that the role is for nothing more than an relabeled game writer. This assumption is false. Narrative Designers are a new breed of hybrid talent for interactive entertainment industry, specifically the AAA-games sector.n
I recieved a good head check fromu00a0Mary DeMarle, Lead Game Writer at Eidos Montreal. Apprarently she first heard the term at the Austin GDC in 2004, supposedly the contreversy began then (I look forward to hearing the complete story)!n
When I wrote the job description (JD) for THQ Global I hadn’t heard the term.u00a0You can see the JD I wrote belowu00a0prior to taking the role in 2006, followed by a 2009 version by Monolith, and the most recent JD posted by Microsoft (2011). One can see clearly that, even in these first attempts to define the role, it is wholly different from other roles in interactive entertainment.n
Narrative Designeru00a0(THQ JD 2006)n
Job Description:
nRelic Entertainment is looking for a Narrative Designer. The Narrative Designer will focus on ensuring that the key elements of the player experience associated with story and story telling devices, script and speech are dynamic, exciting andu00a0 compelling. Working collaboratively with other design oriented team members, the Narrative Designer will be the primary contact with external writing resources for the duration of a production, and will be responsible in ensuring we get the mostu00a0 out of those external resources.n
Responsibilities:n
n
- Act as the champion of the story, script and speech for the productn
- Act as the central resource for all things narrative related, as well as write content and edit copyn
- Apply and adapt externally written materials, as a representative of that writeru2019s story vision, as it applies to the gamen
- Understand story requirements and deliver on ultimate story/script goalsn
- Manage own schedule to accommodate the deliverables of each project and propose solutions for conflicts that arisen
- Edit, compile and develop outlines, narrative synopses, treatments and script content and be responsible for revision and approval submissionn
- Assembles and edits prototype story components such as storyboard animatics, ripomatics, sound and musicn
- Conduct research to obtain factual background information relevant to story/design goalsn
- Work with external writing resources to help translate their material to become game relevant, as well as translate gamen
- concepts to external writersn
- Work with the sound department on emotional tone of the sound design, including music selectionn
- Articulate industry trends, innovative solutions and cutting edge styles that meet the goals of each projectn
- Support/assist Producer and Design team in other duties, as requirednn
Requirements:n
n
- Proven ability to provide content across a full array of interactive media platforms including PC and mobilen
- Understanding of the balance between narratological and ludological theory in computer games and proven ability in the integration of story and game play into finished software productn
- Exceptional writing ability and ability to develop visual theory into production-ready concepts as well as logical and physical specifications for interactive media software productsn
- Understanding of the theory of, and experience in, game design including the use of sound, animation, graphics and special effects software to maximize game play experiencen
- Comprehensive production experience in the development of interactive media software products and web sitesn
- Good knowledge of standard software and hardware used to create, edit, animate, display game sequences, including, but not limited to Flash, Photoshop, Studio Max and Finalcut Pron
- Excellent communication skills, both verbal and writtenn
- Proven ability at successful multi-tasking under great pressuren
- At least 3-6 years of previous experience as a game industryn
- Art Director, Story Designer, Narrative Designer or otherwise similarly tasked positionn
- A terminal degree in interactive media, either a MFA or PhDn
- Previous cinematics and script writing for film on a formalized basis an assetn
- An avid game player with a deep interest in creatively advancing the story mediumnn
Narrative Designeru00a0(Monolith JD 2009)
nn
Summaryn
Reporting to the Lead Designer, the Narrative Designer is responsible for creation and implementation of the game story. The Narrative Designer will also be relied upon to collaborate with other designers to assist in design and implementation of game world systems and mission/quest design, using game editors and scripting systems as part of the iterative process to maximize player immersion within the game play experience.n
Job Responsibilitiesn
n
- Under supervision of Lead Designer, design and document interactive narrative systems to facilitate story and emotional delivery to player.n
- Collaborate with other designers to assist in design and implementation of game world systems and mission/quest design, using game editors and scripting systems.n
- Collaborate with design team and external talent to create and maintain game dialogue documentation, NPC character information, world back story, and cinematic direction.n
- Assist when needed with actor voice direction.n
- Collaborate with art team to develop fully fleshed-out characters and locales.nn
Work Experiencen
n
- Three years game writing, game design, and cinematic experience.n
- Preferably shipped at least two titles.nn
Education, Professional Training, Technical Training or Certificationn
n
- B.A. degree preferred, or equivalent game writing and design experience.nn
Knowledge/Skillsn
n
- Superior writing abilityn
- Understand techniques to elicit player emotion.n
- Familiarity with concept art creation and storyboarding.n
- Knowledge of cinematic creation tools.n
- Experience working with art team on cinematic development.n
- Strong understanding of fostering a community and fan base for our games.nn
Other Requirementsn
n
- Strong interest in computer and video games.n
- Ability to work well under pressure and with deadlines.n
- Excellent communication, interpersonal, and organizational skills.n
- Passion for action games.n
- Excellent Communication and Collaboration skillsn
- Experience with game editors and scripting systemsn
- Excellent Organizational skills; self motivatedn
- In-depth knowledge of industry trends in interactive storytelling
nPassion for games and gamingnn
Narrative Designeru00a0(Microsoft JD 2011)n
Summary:
nReporting to the Creative Director, the Narrative Designer is responsible for the implementation of the game story; his/her role is to enforce the notion that the most important story in any game is the story that the player can actually play and can determine the course of through low, mid, and high-level actions and choices.n
The Narrative Designer will be relied upon to collaborate with other designers to assist in design and implementation of game world systems and mission design to maximize player immersion within the game play experience. The core of this role is to champion story, craft compelling narrative elements, and define the systems through which they will be delivered to the player.n
Responsibilites:u00a0n
n
- Under supervision of Creative Director, design and document interactive narrative systems to facilitate story and emotional delivery to playern
- Act as a champion of the story, script and speech across the game and game teamn
- Collaborate with other designers to execute on narrative goals within the design and implementation of game world systems and mission design – this may include working in the game editor and script systemn
- Collaborate with the cinematics team and story team to create and maintain game dialogue documentation, NPC character information, world back story, and cinematic development plansn
- Act as a central resource for all things narrative relatedn
- Work with the story team to ensure narrative synopses, treatments and script content and story blend seamlessly with cinematic and design directions and be responsible for revision and approval submissionn
- Work with the sound department on emotional tone of the sound design, including music selection; may assist with actor voice direction as neededn
- Manage own schedule to accommodate the narrative deliverables of the project and propose solutions for conflicts that arisenn
Requirments:n
n
- Ability to develop visual theory into production-ready concepts as well as written and physical specifications for game narrative implementationn
- Understand techniques to elicit player emotionn
- At least 3-6 years of previous experience as an Art Director, Story Designer, Narrative Designer or other similarly tasked position in the game industryn
- In-depth knowledge of industry trends in interactive storytelling with a deep interest in creatively advancing the story mediumn
- Excellent communication, collaboration, interpersonal, and organizational skillsn
- Proven ability at successful multi-tasking under great pressuren
- Experience with game editors and scripting systems.nn”,”protected”:false},”excerpt”:{“rendered”:”
The Narrative Designeru00a0is a role in contemporary video game development first seen in 2006 when the video game publisher THQ began hiring for the position I wrote based on talks with THQ Canada dba Relic Entertainment.u00a0 While the strict definition may vary from team to team, and production to production, the core of this role … Continue reading What is a Narrative Designer?n”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”open”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/544″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=544″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/544/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=544″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=544″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=544″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:499,”date”:”2011-08-19T21:59:48″,”date_gmt”:”2011-08-20T02:59:48″,”guid”:{“rendered”:”http://narrativedesign.org/?p=499″},”modified”:”2016-12-19T19:56:31″,”modified_gmt”:”2016-12-20T01:56:31″,”slug”:”narrware-storyworld-conference-expo”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2011/08/narrware-storyworld-conference-expo/”,”title”:{“rendered”:”NarrWare Officially Sponsors StoryWorld Conference + Expo”},”content”:{“rendered”:”
NarrWare today announced it is a official sponsor of theu00a0StoryWorld Conference + Expo, starting October 31, 2011 at the Parc 55 Wyndham San Francisco u2013 Union Square.n
Chief Wizard Stephen Dinehart said, u201cWe are really looking forward to engaging with the transmedia storytelling community at StoryWorld. Itu2019s going to provide and unparalleled glimpse and access to the movers and shakers of this exciting new form of storytelling. Come out and meet us. Itu2019s a conference you shouldnu2019t miss.u201dn
Entertainment is on the verge of new. and exciting era. Not 3D, but a new generation of transmedia story experiences. Story worlds that are developed to cross from media to media to provide players with new ways to experience, and immerse themselves in, an authored interactive world. In the past, this was done solely for purposes of merchandising and franchise expansion, but in its present form, itu2019s being used to create fantastic story experiences.n
Learn more online atu00a0http://www. storyworldconference.comn”,”protected”:false},”excerpt”:{“rendered”:”
NarrWare today announced it is a official sponsor of theu00a0StoryWorld Conference + Expo, starting October 31, 2011 at the Parc 55 Wyndham San Francisco u2013 Union Square. Chief Wizard Stephen Dinehart said, u201cWe are really looking forward to engaging with the transmedia storytelling community at StoryWorld. Itu2019s going to provide and unparalleled glimpse and access … Continue reading NarrWare Officially Sponsors StoryWorld Conference + Expon”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”open”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[1],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/499″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=499″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/499/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=499″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=499″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=499″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:435,”date”:”2010-10-28T08:31:10″,”date_gmt”:”2010-10-28T13:31:10″,”guid”:{“rendered”:”http://narrativedesign.org/?p=435″},”modified”:”2017-02-10T13:21:29″,”modified_gmt”:”2017-02-10T19:21:29″,”slug”:”riomarket-transmedia-panel”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2010/10/riomarket-transmedia-panel/”,”title”:{“rendered”:”NarrWare at the RioMarket Transmedia Panel”},”content”:{“rendered”:”
On September 27th 2010, I had the honor of speaking on the Transmedia Panel at the RioMarket portion of theu00a0Festival do Rio, an international film festival in Rio deu00a0Janeiro. The event was quite spectacular, well organized and full of the kinds of creative folk that insure great discussion, a good time and challenging perspectives. Little did I realize that Brazil was such a hotbed for transmedia storytelling. The audience was lively and the panelistsn

RioSeminar Transmedia Stories Paneln
passionate.u00a0Overall it was a higly compelling experience full of adventure, though the panel itself did little more than wet theu00a0palate of audience and panelists alike.n
Mediated by Tania Yuki, Senior Director of Product Management atu00a0comScore, panelists included:u00a0u00a0Mauricio Mota director of The Alchemists, Daniel Pierra,u00a0director of the Convergence Culture Consortium (C3), yours trulyu00a0Stephen Dinehart, Director of NarrWare,u00a0andu00a0Leonardo Su00e1, head of multimedia for the u00a0Brazillian oil giant Petrobras. Last but not least was

Itu2019s going to be a story u2013 the viewer/user/players story u2013 not the one you paid top-dollar for some Hollywood talent to write. “I did Xu00a0and then Yu00a0before all of Fu00a0happened. It was awesome.”u00a0That story is driven by the narrative architecture, the navigable interactive sequence that is experience.n
What we have here is a medium with the power to command the world, quite literally, to enable the protagonist in us all. We, us, here see it u2013 there veiled in the distance like the flowering of some alien moon. What we, as game developers, as experience designers, are called to do is make and make again. Until its picture is so clear u2013 it drops like radiant fire from the sun, piecing the beholders eye and saying u201cYES! THIS IS YOUR WORLD! MAKE IT YOUR OWN!u201cn”,”protected”:false},”excerpt”:{“rendered”:”
Designed narrative should drive all acts of creative communication. Mind I didn’t say story. Narrative is structure, experience the vehicle and story its interpretation. Design, functional art, is a fundamentally expressive communication with the external world though which an author relays a message. Intent is not a question. Great designers always call function and purpose … Continue reading Narrative Design 101n”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/721″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=721″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/721/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=721″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=721″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=721″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:715,”date”:”2015-08-13T14:43:42″,”date_gmt”:”2015-08-13T19:43:42″,”guid”:{“rendered”:”http://narrativedesign.org/?p=715″},”modified”:”2017-06-06T17:39:48″,”modified_gmt”:”2017-06-06T22:39:48″,”slug”:”a-hypertextual-transmedia-database-narrative”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2015/08/a-hypertextual-transmedia-database-narrative/”,”title”:{“rendered”:”Hypertextual Transmedia Database Narrative”},”content”:{“rendered”:”
The sci-fi docudrama selfie of transmedia project I produced over the past three weeks, shot/developed over the past 10 years, just broke 50,000+ views on Youtube @ http://bit.ly/1EONuug – Heck you might see yourself in it. Still in a rough cut, but it while it’s free! u00a0It’s a hypertextual transmedia database narrative. We can talk about that more later – in class. Find more of the story @ Pinkyelephant.com and various other outlets in the actualu00a0and virtual worldu00a0we now co-occupy.n
The sci-fi docudrama selfie of transmedia project I produced over the past three weeks, shot/developed over the past 10 years, just broke 50,000+ views on Youtube @ http://bit.ly/1EONuug – Heck you might see yourself in it. Still in a rough cut, but it while it’s free! u00a0It’s a hypertextual transmedia database narrative. We can talk … Continue reading Hypertextual Transmedia Database Narrativen”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/715″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=715″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/715/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=715″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=715″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=715″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:597,”date”:”2012-02-29T12:26:03″,”date_gmt”:”2012-02-29T18:26:03″,”guid”:{“rendered”:”http://narrativedesign.org/?p=597″},”modified”:”2017-06-06T17:39:10″,”modified_gmt”:”2017-06-06T22:39:10″,”slug”:”games-are-story-engines-interactive-narrative-design-architecture”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2012/02/games-are-story-engines-interactive-narrative-design-architecture/”,”title”:{“rendered”:”Interactive Narrative Design Architecture”},”content”:{“rendered”:”
Players tell the story in all play experiences, no matter how scripted. Their navigation though said play system is recorded cognitively over time as an experience. Their actions and the game worlds reactions build over time to create a sense of being; of doing – of infinite agency in a closed system. Even Arcade classics do this, as do pen n’ paper RPGs and FPSMMOs, and everything in between. No matter how shallow the interactivity, the gameplay. They peice together and fill in gaps to create a complete picture of the game.n
Just ask anyone that has played a game “what happened?” and you will hear drastically different tales. Most probably not the one ‘penned’. The narrative is an architecture – just ask Jenkins. His “Game Design as Narrative Architecture” essay was one of the pieces of the puzzle when I wrote the “narrative designer” position for THQ in the spring of 2006, just after E3. It provides an interesting context for the understanding of how narrative functions in game systems. Working at Marsha Kinder’s Labyrinth Project on what she called “Database Narrative” deeply informed how I have come to approach interactive entertainment, more specifically games.n
n
Database narrative is about forming a multi-dimensional array of narremes (narrative elements) that are rendered to the user according to their navigation within the rule-sets of said system. This is different than the narratological view that the reader is actively producing during the act of reading, but only in the sense that the players actions directly drive moment-to-moment action. Sure, some games fail to create the feeling of agency in a closed system, but it’s deceptively simple. You don’t need infinite systems, open worlds, 5.1 sound and photo-realistic visuals to achieve this.n
This is the essence of interactive narrative design.n”,”protected”:false},”excerpt”:{“rendered”:”
Players tell the story in all play experiences, no matter how scripted. Their navigation though said play system is recorded cognitively over time as an experience. Their actions and the game worlds reactions build over time to create a sense of being; of doing – of infinite agency in a closed system. Even Arcade classics … Continue reading Interactive Narrative Design Architecturen”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[39,22,3,41,40],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/597″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=597″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/597/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=597″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=597″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=597″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:595,”date”:”2012-02-12T19:10:25″,”date_gmt”:”2012-02-13T01:10:25″,”guid”:{“rendered”:”http://narrativedesign.org/?p=595″},”modified”:”2017-06-06T20:39:23″,”modified_gmt”:”2017-06-07T01:39:23″,”slug”:”masters-of-narrative-design-10-christy-marx”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2012/02/masters-of-narrative-design-10-christy-marx/”,”title”:{“rendered”:”Masters of Narrative Designu2122 10: Christy Marx”},”content”:{“rendered”:”

Can you talk about your role as a u201cNarrative Designer?u201dn
CM: I consider my role as a Narrative Designer to be two-fold: a) as a game designer specializing in how to integrate storytelling with gameplay; and b) as a writer who carries out that integration. By u201cstorytellingu201d, I mean all aspects of storytelling, not solely text or dialog — the full spectrum of audiovisual storytelling.n
Yet another aspect is working with the design of the UI, as the UI is crucial in how story will be delivered. Likewise, it helps when I have significant input on the Tools side of things, so that implementing narrative is easy and timely to accomplish.n
Or to put it more simply, you could say that a Narrative Designer is a writer who understands game design.n
With that understanding, does your game writing influence game-play?n
CM: In the videogames business overall, story is a low rung on the development ladder. There are happy exceptions, but in general I find that game writing is the first thing to be sacrificed if it inconveniences gameplay. Having said that, without superb gameplay, no amount of story is going to save a game, BUT thereu2019s no reason this has to be a binary choice. It doesnu2019t have to be one or the other, story or gameplay. Ideally, both should be given equal weight and ways found to mesh the two rather than treating them as separate entities. The games business has a long way to go to reach this mutually beneficial method of development.n
n
Not every game needs to incorporate story, of course, but for those that need it, good storytelling is on a par with good art, good music, good sound, good programming and good game design to elevate the quality of a game. Few people these days would consider releasing a game with crappy art, lousy code or half-assed design, so why should they consider releasing with inferior storytelling or writing?n
What role does story have in u2018socialu2019 games?n
CM: Much of that is being in the process of exploration and discovery with some social games doing a better job of it than others. I see story in social games serving the same needs as any other game with story. Those needs include: conveying game information; setting any combination of theme, tone, mood or emotion ranging from anywhere between light humor to grim action; making your characters come alive and feel real; creating immersion for the player; giving the player a reason for what sheu2019s doing and reasons to keep doing it; and giving the player a feeling of satisfaction and achievement.n
Is there a particular reason this sector of game industry appeals to you?n
CM: What I would love to do above all is design and write a good, old-fashioned adventure game like the ones I made for Sierra On-Line. Thatu2019s the sector Iu2019m hoping will offer itself up to me. But really, any sector where thereu2019s a genuine desire to mesh story and gameplay would make me happy.n

What is the most challenging part of writing for games?n
CM: There are the usual challenges involving non-linear thinking, the need to be quick and flexible in adapting to sudden changes to the game, delivering good writing while fulfilling all the other needs I mentioned earlier.n
But to be blunt, I find the most challenging part usually is convincing the rest of the development team that story and writing is important, and not something to be treated as an afterthought or a thin veneer or given lip service with no real support behind it. A few years back, I worked on a project where one of the Leads insisted on referring to story as the u201cwrapperu201d. u201cWe just need a wrapper for this feature.u201d I couldnu2019t get him to understand why that belittled what I could bring to the process. Itu2019s a small thing, but small things give away larger underlying issues.n
Looking back on your history as writer I find so many rich pop franchises that have influenced me and generations of storytellers. What story have you told that you are most proud of? Why?n
CM: The projects Iu2019ve worked on that made me the happiest and of which I remain proud are those where I had the most creative control. Jem and the Holograms remains my favorite work in animation and Iu2019m constantly gratified by the impact it had (and continues to have) on generations of viewers. In comics, it was my series, The Sisterhood of Steel. In games, itu2019s my Sierra adventure games, Conquests of Camelot and Conquest of the Longbow.n

Having crossed over to many media formats with your storytelling abilities, what does transmedia storytelling mean to you?n
CM: u00a0Iu2019m somewhat amused by this buzzword, which barely even existed when I started writing my book for Elsevier about writing for animation, comics and games. I had to sell them on the concept and I called it cross-platform writing.n
Since then, Iu2019ve seen two trains of thought developing around the concept. One train of thought says that itu2019s a single story told across multiple media. What the Wachowski Brothers did with The Matrix fits this definition nicely. They told a cohesive story across a single timeline with the same foundation and same characters in live-action movies, animation, comics and games.n
Another train of thought is that transmedia means telling stories in multiple media based on a unifying, but not necessarily consistent IP. There are countless examples of this. Classic examples are The Batman and Spider-Man, who have undergone decades of evolution and change through comics, TV, films, games, and so on. Such IP are constantly renewed, reinvented and ported to any form of media possible, usually at the expense of consistency or cohesion. Hence we have the practice of retconning (retroactive continuity) where a characteru2019s origin or history is rebooted in order to tell it over again from a new direction. And in some cases, over and over and over and over.n
I feel both of these are valid definitions for transmedia. If you tell stories with shared elements (be it characters, a world, a timeline, an IP) and it spans more the one form of media, itu2019s transmedia.n
What is not transmedia is adapting a story from one medium to another without making it a new story. The Lord of the Rings movies are adaptations of the books, not transmedia. The LOTR games, however, share the world, key elements and perhaps some of the characters, but use them to tell new stories in a new format. Thatu2019s transmedia.n
Of those ridden waves of media-formats has anything changed or are we still just aiming for a story well told?n
CM: In my opinion, we — meaning we writers, anyway — are always aiming for a story well told. I mean really, who wants to use a new medium to tell a crappy story?n

Being a total fanboy of several of your works in properties like Elfquest, TNMT, Conan, Jem, Babylon 5, and The Matrix Online,u00a0just to name a few, I canu2019t help be awed by your breadth and versatility. How do you approach writing for a new story world?n
CM: The approach I take will depend entirely on the nature of the IP. With an established IP such at LOTR, Conan or Elfquest, I immerse myself in the source material. In those cases, I was already thoroughly familiar with the body of work. All the same, I go back and study the source material intensely. I have tremendous respect for the original writers of such works. With Conan, where I had to adapt it to animation (a particularly difficult task), I drew as much inspiration as I could from Howardu2019s original works, but had to make rather large changes in tone and action in order to make it work as an animated series for kids.n
TV projects, such as Babylon 5 or Captain Power, come with the world, characters and basic elements laid out by the creator, so itu2019s a matter of working within the guidelines they create. u00a0The same is true for animated projects I worked on, such as Bucky Ou2019Hare where I had a comics series to work from, or Teenage Mutant Ninja Turtles which was one of the early transmedia properties, jumping as it did from comics to animation to features.n
With projects that didnu2019t have an established IP, such as Jem, the first thing I have to keep in mind is the format. Working out the guidelines for 65 half-hours of animation requires different thinking than working out a new story for a console game. The former has to have enough depth and complexity to keep it going for the long-term, while the latter needs something that can be easily conveyed within the bounds of stand-alone console gameplay.n
However, any time I have the freedom to create something new, I approach it on a macro level down to a detail level. With Jem, it was all about the large cast of characters. It was a soap opera with music and action. I didnu2019t need to invent a new world, so I focused on those relationships.n
If I have a whole new world to invent, I think about the physical aspects of the world and how that would impact what lives on it; how the geography influences the development of the things that live there; what the societies, cultures, economies, religions and politics would be for each group, and finally it gets down to creating the biographies of the individual characters that fit inside that macro-view of a cohesive world. Thatu2019s the fun stuff. I love creating an entire world in order to make my story work.n
Could you recount the story about how you met Richard and Wendy Pini?n
CM: Having been, as I said, a rabid comics reader, I followed Wendyu2019s Elfquest series from the beginning and loved it. I began attending the San Diego Comic Con when I was making the shift from a fan and reader to a professional writer. During that time, I also played the Celtic Harp, a brass-strung Caswell lap harp. Iu2019m not a particularly great musician, but I managed to teach myself a Wolfrider song that had been included in an issue of Elfquest. Knowing that Wendy would be at SDCC, I went to the Warp Graphics booth with my harp, found Wendy and played the song for her. She was totally delighted and we began a long-standing friendship. Sheu2019s a unique, talented woman and Richard is her rock. I treasure both of them.n
n

As an avid book reader, does classical story structure influence your work?n
CM: If by u201cclassical story structureu201d you mean telling a story with a beginning, middle and end, then absolutely. I am first and foremost a storyteller. I want people to thoroughly enjoy any story I tell and feel satisfied at the end of it.n
Who are your biggest influences?n
CM: u00a0Within the field of writing, I was most heavily influenced by Mary Stewart (whose mastery of first-person storytelling is amazing), Isaac Asimov, Ray Bradbury, J.R.R. Tolkien. I was heavily influenced by more comic books than I could ever recount, having been a rabid reader of comic books and newspaper comic strips from the time I could read. The original Star Trek influenced me (OK, I had a thing for Spock. Stop snickering.) I have simply been in love with both the printed word and visual storytelling my entire life, with an emphasis on fantasy and science fiction.n
How do you see professional story development changing to meet the growing expectations of todayu2019s audiences?n
CM: What field are we talking about here? If weu2019re talking about games, I hope to see increased demand for more mature, complex stories that are well integrated into the gameplay, with story and gameplay blending seamlessly toward a common goal — giving the player a satisfying experience. That means continuing to think about the visual and audio components of telling story, in addition to text or dialog. Writers will more and more need to be visual storytellers who think in dimensions beyond the written word alone.n
Will automatons even be able to tell stories without human intervention?n
CM: I could see AI developing to the level of using the basic u201crulesu201d of story to turn out something that seems like a story on the surface. But I donu2019t think anything can fully duplicate what the human heart and mind adds to what lies beneath the surface. I think good writing is the ability to find words for those things that are beyond words.n

In that, what does story mean to you?n
CM: What I look for personally is a fiction that takes me away from the mundane, that transports me to new, adventurous, unusual places and times, and gives me compelling characters to learn about and care about and follow to whatever end awaits them.n
What is your vision for the future of story?n
CM: I donu2019t think I have anything as high falutinu2019 as a vision for the future of story. The best I can do is keep trying to improve my craft and keep telling the kind of stories I would want to enjoy myself.n
Christy, thanks for taking time out of your busy schedule to interview with the NDE.n
Christyu00a0is true veteran of the entertainment industry, let aloneu00a0video game storytelling. Her humble honesty, candor and experienceu00a0make here a incredibly compelling person to speak with. She remains committed to story and is surely an inspiration to us all. I know I have learned, and Iu00a0hope you can say the same. Foru00a0The Narrative Design Exploreru2122 Iu2019m Stephen Dinehart.n”,”protected”:false},”excerpt”:{“rendered”:”
This is an ongoing NDE series featuring interviews with Masters of Narrative Designu2122. As entertainers increasingly look to create meaningful interactive narrative experiences, looking at the lessons learned by these masters becomes increasingly valuable. Todayu2019s master is theu00a0none other thanu00a0Christy Marx. Christy is a lifelong lover of the written word, her works have spannedu00a0media formats … Continue reading Masters of Narrative Designu2122 10: Christy Marxn”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”closed”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[20],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/595″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=595″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/595/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=595″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=595″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=595″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:544,”date”:”2011-09-14T08:05:24″,”date_gmt”:”2011-09-14T13:05:24″,”guid”:{“rendered”:”http://narrativedesign.org/?p=544″},”modified”:”2017-02-10T15:46:42″,”modified_gmt”:”2017-02-10T21:46:42″,”slug”:”what-is-a-narrative-designer-3″,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2011/09/what-is-a-narrative-designer-3/”,”title”:{“rendered”:”What is a Narrative Designer?”},”content”:{“rendered”:”
The Narrative Designeru00a0is a role in contemporary video game development first seen in 2006 when the video game publisher THQ began hiring for the position I wrote based on talks with THQ Canada dba Relic Entertainment.u00a0 While the strict definition may vary from team to team, andn

production to production, the core of this role is to champion story, craft compelling narrative elements, and define the systems through which they will be delivered to the player.u00a0 Interactive Narrative Design is a new craft waiting to be further defined and explored.n
While writers to some extent have been engaging in narrative design for linear storytelling arguably since Aristotle, it is wholly new to the field of interactive entertainment.u00a0 Since working with the team at THQ to create the “Narrative Designer” position in 2006, the industry has seemed to watch the development of this new role with a skeptical eye.u00a0 Many writers have falsely taken on the self-appointed title of ‘Narrative Designer’ and as a result there has been a watering down of the term and a general sense that the role is for nothing more than an relabeled game writer. This assumption is false. Narrative Designers are a new breed of hybrid talent for interactive entertainment industry, specifically the AAA-games sector.n
I recieved a good head check fromu00a0Mary DeMarle, Lead Game Writer at Eidos Montreal. Apprarently she first heard the term at the Austin GDC in 2004, supposedly the contreversy began then (I look forward to hearing the complete story)!n
When I wrote the job description (JD) for THQ Global I hadn’t heard the term.u00a0You can see the JD I wrote belowu00a0prior to taking the role in 2006, followed by a 2009 version by Monolith, and the most recent JD posted by Microsoft (2011). One can see clearly that, even in these first attempts to define the role, it is wholly different from other roles in interactive entertainment.n
Narrative Designeru00a0(THQ JD 2006)n
Job Description:
nRelic Entertainment is looking for a Narrative Designer. The Narrative Designer will focus on ensuring that the key elements of the player experience associated with story and story telling devices, script and speech are dynamic, exciting andu00a0 compelling. Working collaboratively with other design oriented team members, the Narrative Designer will be the primary contact with external writing resources for the duration of a production, and will be responsible in ensuring we get the mostu00a0 out of those external resources.n
Responsibilities:n
- n
- Act as the champion of the story, script and speech for the productn
- Act as the central resource for all things narrative related, as well as write content and edit copyn
- Apply and adapt externally written materials, as a representative of that writeru2019s story vision, as it applies to the gamen
- Understand story requirements and deliver on ultimate story/script goalsn
- Manage own schedule to accommodate the deliverables of each project and propose solutions for conflicts that arisen
- Edit, compile and develop outlines, narrative synopses, treatments and script content and be responsible for revision and approval submissionn
- Assembles and edits prototype story components such as storyboard animatics, ripomatics, sound and musicn
- Conduct research to obtain factual background information relevant to story/design goalsn
- Work with external writing resources to help translate their material to become game relevant, as well as translate gamen
- concepts to external writersn
- Work with the sound department on emotional tone of the sound design, including music selectionn
- Articulate industry trends, innovative solutions and cutting edge styles that meet the goals of each projectn
- Support/assist Producer and Design team in other duties, as requirednn
Requirements:n
- n
- Proven ability to provide content across a full array of interactive media platforms including PC and mobilen
- Understanding of the balance between narratological and ludological theory in computer games and proven ability in the integration of story and game play into finished software productn
- Exceptional writing ability and ability to develop visual theory into production-ready concepts as well as logical and physical specifications for interactive media software productsn
- Understanding of the theory of, and experience in, game design including the use of sound, animation, graphics and special effects software to maximize game play experiencen
- Comprehensive production experience in the development of interactive media software products and web sitesn
- Good knowledge of standard software and hardware used to create, edit, animate, display game sequences, including, but not limited to Flash, Photoshop, Studio Max and Finalcut Pron
- Excellent communication skills, both verbal and writtenn
- Proven ability at successful multi-tasking under great pressuren
- At least 3-6 years of previous experience as a game industryn
- Art Director, Story Designer, Narrative Designer or otherwise similarly tasked positionn
- A terminal degree in interactive media, either a MFA or PhDn
- Previous cinematics and script writing for film on a formalized basis an assetn
- An avid game player with a deep interest in creatively advancing the story mediumnn
Narrative Designeru00a0(Monolith JD 2009)
nnSummaryn
Reporting to the Lead Designer, the Narrative Designer is responsible for creation and implementation of the game story. The Narrative Designer will also be relied upon to collaborate with other designers to assist in design and implementation of game world systems and mission/quest design, using game editors and scripting systems as part of the iterative process to maximize player immersion within the game play experience.n
Job Responsibilitiesn
- n
- Under supervision of Lead Designer, design and document interactive narrative systems to facilitate story and emotional delivery to player.n
- Collaborate with other designers to assist in design and implementation of game world systems and mission/quest design, using game editors and scripting systems.n
- Collaborate with design team and external talent to create and maintain game dialogue documentation, NPC character information, world back story, and cinematic direction.n
- Assist when needed with actor voice direction.n
- Collaborate with art team to develop fully fleshed-out characters and locales.nn
Work Experiencen
- n
- Three years game writing, game design, and cinematic experience.n
- Preferably shipped at least two titles.nn
Education, Professional Training, Technical Training or Certificationn
- n
- B.A. degree preferred, or equivalent game writing and design experience.nn
Knowledge/Skillsn
- n
- Superior writing abilityn
- Understand techniques to elicit player emotion.n
- Familiarity with concept art creation and storyboarding.n
- Knowledge of cinematic creation tools.n
- Experience working with art team on cinematic development.n
- Strong understanding of fostering a community and fan base for our games.nn
Other Requirementsn
- n
- Strong interest in computer and video games.n
- Ability to work well under pressure and with deadlines.n
- Excellent communication, interpersonal, and organizational skills.n
- Passion for action games.n
- Excellent Communication and Collaboration skillsn
- Experience with game editors and scripting systemsn
- Excellent Organizational skills; self motivatedn
- In-depth knowledge of industry trends in interactive storytelling
nPassion for games and gamingnnNarrative Designeru00a0(Microsoft JD 2011)n
Summary:
nReporting to the Creative Director, the Narrative Designer is responsible for the implementation of the game story; his/her role is to enforce the notion that the most important story in any game is the story that the player can actually play and can determine the course of through low, mid, and high-level actions and choices.nThe Narrative Designer will be relied upon to collaborate with other designers to assist in design and implementation of game world systems and mission design to maximize player immersion within the game play experience. The core of this role is to champion story, craft compelling narrative elements, and define the systems through which they will be delivered to the player.n
Responsibilites:u00a0n
- n
- Under supervision of Creative Director, design and document interactive narrative systems to facilitate story and emotional delivery to playern
- Act as a champion of the story, script and speech across the game and game teamn
- Collaborate with other designers to execute on narrative goals within the design and implementation of game world systems and mission design – this may include working in the game editor and script systemn
- Collaborate with the cinematics team and story team to create and maintain game dialogue documentation, NPC character information, world back story, and cinematic development plansn
- Act as a central resource for all things narrative relatedn
- Work with the story team to ensure narrative synopses, treatments and script content and story blend seamlessly with cinematic and design directions and be responsible for revision and approval submissionn
- Work with the sound department on emotional tone of the sound design, including music selection; may assist with actor voice direction as neededn
- Manage own schedule to accommodate the narrative deliverables of the project and propose solutions for conflicts that arisenn
Requirments:n
- n
- Ability to develop visual theory into production-ready concepts as well as written and physical specifications for game narrative implementationn
- Understand techniques to elicit player emotionn
- At least 3-6 years of previous experience as an Art Director, Story Designer, Narrative Designer or other similarly tasked position in the game industryn
- In-depth knowledge of industry trends in interactive storytelling with a deep interest in creatively advancing the story mediumn
- Excellent communication, collaboration, interpersonal, and organizational skillsn
- Proven ability at successful multi-tasking under great pressuren
- Experience with game editors and scripting systems.nn”,”protected”:false},”excerpt”:{“rendered”:”
The Narrative Designeru00a0is a role in contemporary video game development first seen in 2006 when the video game publisher THQ began hiring for the position I wrote based on talks with THQ Canada dba Relic Entertainment.u00a0 While the strict definition may vary from team to team, and production to production, the core of this role … Continue reading What is a Narrative Designer?n”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”open”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[5,7],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/544″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=544″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/544/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=544″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=544″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=544″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:499,”date”:”2011-08-19T21:59:48″,”date_gmt”:”2011-08-20T02:59:48″,”guid”:{“rendered”:”http://narrativedesign.org/?p=499″},”modified”:”2016-12-19T19:56:31″,”modified_gmt”:”2016-12-20T01:56:31″,”slug”:”narrware-storyworld-conference-expo”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2011/08/narrware-storyworld-conference-expo/”,”title”:{“rendered”:”NarrWare Officially Sponsors StoryWorld Conference + Expo”},”content”:{“rendered”:”
NarrWare today announced it is a official sponsor of theu00a0StoryWorld Conference + Expo, starting October 31, 2011 at the Parc 55 Wyndham San Francisco u2013 Union Square.n
Chief Wizard Stephen Dinehart said, u201cWe are really looking forward to engaging with the transmedia storytelling community at StoryWorld. Itu2019s going to provide and unparalleled glimpse and access to the movers and shakers of this exciting new form of storytelling. Come out and meet us. Itu2019s a conference you shouldnu2019t miss.u201dn
Entertainment is on the verge of new. and exciting era. Not 3D, but a new generation of transmedia story experiences. Story worlds that are developed to cross from media to media to provide players with new ways to experience, and immerse themselves in, an authored interactive world. In the past, this was done solely for purposes of merchandising and franchise expansion, but in its present form, itu2019s being used to create fantastic story experiences.n
Learn more online atu00a0http://www.
storyworldconference.comn”,”protected”:false},”excerpt”:{“rendered”:” NarrWare today announced it is a official sponsor of theu00a0StoryWorld Conference + Expo, starting October 31, 2011 at the Parc 55 Wyndham San Francisco u2013 Union Square. Chief Wizard Stephen Dinehart said, u201cWe are really looking forward to engaging with the transmedia storytelling community at StoryWorld. Itu2019s going to provide and unparalleled glimpse and access … Continue reading NarrWare Officially Sponsors StoryWorld Conference + Expon”,”protected”:false},”author”:1,”featured_media”:0,”comment_status”:”open”,”ping_status”:”open”,”sticky”:false,”template”:””,”format”:”standard”,”meta”:[],”categories”:[1],”tags”:[],”_links”:{“self”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/499″}],”collection”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts”}],”about”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/types/post”}],”author”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/users/1″}],”replies”:[{“embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/comments?post=499″}],”version-history”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/posts/499/revisions”}],”wp:attachment”:[{“href”:”http://narrativedesign.org/wp-json/wp/v2/media?parent=499″}],”wp:term”:[{“taxonomy”:”category”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/categories?post=499″},{“taxonomy”:”post_tag”,”embeddable”:true,”href”:”http://narrativedesign.org/wp-json/wp/v2/tags?post=499″}],”curies”:[{“name”:”wp”,”href”:”https://api.w.org/{rel}”,”templated”:true}]}},{“id”:435,”date”:”2010-10-28T08:31:10″,”date_gmt”:”2010-10-28T13:31:10″,”guid”:{“rendered”:”http://narrativedesign.org/?p=435″},”modified”:”2017-02-10T13:21:29″,”modified_gmt”:”2017-02-10T19:21:29″,”slug”:”riomarket-transmedia-panel”,”status”:”publish”,”type”:”post”,”link”:”http://narrativedesign.org/2010/10/riomarket-transmedia-panel/”,”title”:{“rendered”:”NarrWare at the RioMarket Transmedia Panel”},”content”:{“rendered”:”
On September 27th 2010, I had the honor of speaking on the Transmedia Panel at the RioMarket portion of theu00a0Festival do Rio, an international film festival in Rio deu00a0Janeiro. The event was quite spectacular, well organized and full of the kinds of creative folk that insure great discussion, a good time and challenging perspectives. Little did I realize that Brazil was such a hotbed for transmedia storytelling. The audience was lively and the panelistsn
RioSeminar Transmedia Stories Paneln passionate.u00a0Overall it was a higly compelling experience full of adventure, though the panel itself did little more than wet theu00a0palate of audience and panelists alike.n
Mediated by Tania Yuki, Senior Director of Product Management atu00a0comScore, panelists included:u00a0u00a0Mauricio Mota director of The Alchemists, Daniel Pierra,u00a0director of the Convergence Culture Consortium (C3), yours trulyu00a0Stephen Dinehart, Director of NarrWare,u00a0andu00a0Leonardo Su00e1, head of multimedia for the u00a0Brazillian oil giant Petrobras. Last but not least was
- B.A. degree preferred, or equivalent game writing and design experience.nn