2008 May | The Narrative Design Explorer™

Tweet Recently in an interview I was asked about other forms of the heroes story, if there are other types yet to be explored by games, and indeed there are. As an example, one form I’ve been playing with, both in thought and practice, is tragedy. This classic tragic hero archetype is one rarely given […]

Tweet In a transmedial work the viewer/user/player (VUP) transforms the story via his or her own natural cognitive psychological abilities, and enables the Artwork to surpass medium. It is in transmedial play that the ultimate story agency, and decentralized authorship can be realized. Thus the VUP becomes the true producer of the Artwork. The Artist […]

Tweet “These elements, thus knit together, enclose the performer as with an atmospheric ring of Art and Nature, in which, like to the heavenly bodies, he moves secure in fullest orbit, and whence, withal, he is free to radiate on every side his feelings and his views of life- broadened to infinity, and showered as […]

13
May

Narrative Designer Manifesto


Written by Stephen E. Dinehart.
No comments
Posted in: Interactive Narrative Design


Tweet Since the beginning of the video game industry story, or narrative, has always seemed to be given the backseat in development. Elements of games like repetitive combative play mechanics, audio and ever improving visual graphics are given priority over story except in rare production environments. The industry continually strives to incorporate cinematic like interactive […]

12
May

Tweet Firstly, what is the substance of ‘good’ narrative? Experience? User-story? Be that a user of any system, closed or open. The human mind is the creator of story, since the beginning our not so simple act of perception has had us telling ourselves stories over and over again, in an effort to understand, to […]