2 Reminders to the Metaself – The Narrative Design Exploratorium™

2 Reminders to the Metaself

Why make games?

I create games to make meaningful emotional experiences, not
to further puzzles or to encourage the slaughter of hordes of trolls. It’s not that these
puzzle slaughter games are wrong, but they aren’t meaningful for me, and that’s why I work
in games, to try and make these shoot ’em up, dry puzzle mechanics into
something the player can draw emotional, and maybe even spiritual, meaning from. The hope is that
Interactive Narrative Design can do just that, if not now, then within my

Why focus on narrative?
In the design of interactive story, actions (player agency),
characters, setting and plot and the intermeshing of characters and events is
the hardest work I’ve done, and to create a playable ending that is inevitable, but
insightful and provoking. I craft narratives that provide insight into life, ones which are satisfying;
emotionally gratifying. They are tests for how much one really understands life. I want to make and play games that end, and end well. Ones that when finished provide the player with insight about the very real human condition.

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About this NDE Article

This page contains a single article by Stephen E. Dinehart published on March 30, 2009 6:51 AM.

Game Writers in the Trenches™ 5: Richard Dansky was the previous entry in this blog.

On Murderous Video Games is the next entry in this blog.

Welcome to The Narrative Design Exploratorium.

The NDE’s author Stephen E. Dinehart is a transmedia designer, writer, artist, and Creative Director at NarrWare LLC. He is currently working on unannounced projects. Read more @ stephendinehart.com.

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