infovore + storytelling   47

Telling a Digital Story with J.G. Ballard - HER STORY
I've loved playing Her Story, and if you had any doubt that some of its success were more down to coincidence than writing - well, Sam Barlow's blog will prove you wrong. This, on Ballard's use of fragments, and that as a motif for storytelling is cracking. (And: lots of the readings of Her Story are coming about not just because of the quality of Barlow's work, but because non-linearity leads us to strange and exciting places; the skill is allowing the text to support that not by covering every base, but by hinting at many bases).
storytelling  linearity  sambarlow  jgballard  writing  games  herstory 
july 2015 by infovore
Dirty 30s! - The Lester Dent Pulp Paper Master Fiction Plot
"This is a formula, a master plot, for any 6000 word pulp story. It has worked on adventure, detective, western and war-air. It tells exactly where to put everything. It shows definitely just what must happen in each successive thousand words.

No yarn of mine written to the formula has yet failed to sell." Lester Dent was the creator of Doc Savage, and wrote a LOT of pulp fiction.
lesterdent  pulp  fiction  storytelling  writing 
january 2012 by infovore
Sycorax: Bring Fictional Characters to Life on Twitter
"Sycorax is a Twitter client, written in Python, that choreographs the online behavior of fictional characters. Other tweet schedulers make your personal Twitter stream look like a clockwork robot is behind it, posting tweets at the optimal time for penetration into your social network. Syxorax lets fictional characters use Twitter the way real people do. Your characters can post at odd hours and talk to each other, taking their lines from a simple script you write, but without any ongoing work from you." Very nice.
storytelling  twitter  narrative  script  programming 
november 2011 by infovore
Plot has consequences — Sophie Sampson
"Robert Downey Jr really sells the idea of being a design engineer. To be fair, the Iron Man script does him the great service of having him have to build himself a new heart in a cave in Afghanistan, thus having to make imperfect things and fettle them to fit. That feeling gets slightly lost later in his super-engineer pad where apparently nothing needs filing when it comes back from the rapid prototyping machine. But he still manages to exude a kind of mad joy at making things, a fundamental character trait in the way that having nice breasts is not." Sophie on the emotional truths of storytelling.
games  writing  plot  narrative  storytelling  sophiesamson  truth  masseffect2 
march 2011 by infovore
BLDGBLOG: An Ancient Comedy of Urban Errors
"Books become clouds, raining events and built forms onto the city." This is marvellous
architecture  storytelling  narrative  cities  shakespeare  comedyoferrors 
december 2010 by infovore
GameDevBlog: Story Games - My New Obsession
Jamie Fristrom on collaborative-storytelling-RPGs. Lots of good links and thoughts here - especially the line about White Wolf's "disenfranchising" of the player by calling the GM (of all people) a "storyteller".
jamiefristrom  games  storytelling  rpg  stories 
september 2010 by infovore
Civilization and Storytelling | Mssv
"...what Civilization provides is a story with a beginning, middle, and end, which is three times more than what you probably started with. If you play the game in particularly interesting way, then you can be rewarded with a delightful, surprising experience that you can’t help but weave into a story, inventing characters and lovers and intrigues all round. This story might tug at you so insistently that you begin to jot down notes and timelines, writing diary entries and newspaper reports of battles. Eventually, you might join all those pieces up, rewrite them, throw it all away, and rewrite it again – and then you might call yourself a storyteller." And this is one of the kinds of storytelling that games are best at: collaborative tales weaved between ruleset and player, between man and machine.
games  mechanics  storytelling  rules  fiction 
august 2010 by infovore
Ferris Bueller’s Day Off Being Played Out Live On Twitter And Foursquare. Awesome.
Lovely: roleplaying Ferris Bueller not only on Twitter, but also on Foursquare. I love that Foursquare has a policy to allow "fake check-ins but not to reward them points"; there's lots of potential there, both playful and storyful.
ferrisbueller  storytelling  twitter  foursquare  games  media 
june 2010 by infovore
kung fu grippe : Making the Clackity Noise
"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
writing  creativity  stories  storytelling  culture  online  merlinmann 
december 2009 by infovore
kewlchops: Blog all dog-eared pages: The Best Australian Stories 2007 / Repossession
"I'm continually drawn in by the belief that everyone finds their own way through life, age, cities, networks, whatever. And as Meehan's tale recounts, it's the whispers we leave on the wind that entice others to follow our hints." Just go and read the story; it's wonderful, and the fragments George picks out so carefully constructed. That made my evening.
stories  narrative  shortstory  storytelling  conversation 
june 2009 by infovore
Have videogames and reality TV given us 'narrative exhaustion', asks legendary screenwriter Paul Schrader | Film | The Guardian
"Storytelling began as ceremony and evolved into ritual. It was commercialised in the middle ages, became big business in the 19th century and an international industry in the 20th. Today it is the ubiquitous wallpaper of the postmodern era." I still think there's some separation of plot/narrative to be considered, you can't deny Schrader makes some sensible points.
narrative  media  plot  storytelling  film  paulschrader  writing 
june 2009 by infovore
Gamasutra - Features - Beyond Pacing: Games Aren't Hollywood
"Another word for "pacing" is "storytelling". We never really tell stories to players; we just put them in games. Then players tell our stories to themselves." Interesting analysis of pacing in games, and what the demands games make on pace are. And, of course, that quotation.
games  narrative  pace  storytelling  analysis 
may 2009 by infovore
Touched By The Hand Of Mod: Dear Esther | Rock, Paper, Shotgun
"This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
games  storytelling  story  narrative  depth  interaction  ungames 
may 2009 by infovore
Ending BioShock, by Tom Francis
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
bioshock  games  narrative  play  storytelling  writing 
april 2009 by infovore
Blue Lacuna: An Interactive Novel by Aaron A. Reed
This looks very, very interesting. Yes, it's IF, but it looks like it's pushing that genre quite far.
games  storytelling  narrative  story  interactivefiction  if 
february 2009 by infovore
GameSetWatch - Column: 'Homer In Silicon': Blue Lacuna
"There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
games  writing  storytelling  narrative  interactivefiction  if  bluelacuna 
february 2009 by infovore
GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince
"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
games  storytelling  narrative  difficulty  experience  flow  princeofpersia  gamesetwatch 
january 2009 by infovore
Living Epic: Video Games in the Ancient World: Makin' <em>kleos</em>, makin' fanboys
"That is, the activity of making kleos, as a bard or as a player, is about forming an affinity group—people who think the game is a cool game, who want to talk about it, who would go to the mat for it. It’s about making fanboys. Odysseus is going to turn the Phaeacians into Odysseus fanboys, just as the bard of Odyssey 9 is going to turn his audience into fanboys of the Odyssey, just as he the bard is already such a fanboy."
games  storytelling  stories  epic  homer  fans  kleos  fandom  classics 
january 2009 by infovore
Versus CluClu Land: It's the Little Things
" feeling is that the barriers to verismilitude in video games aren't technological-- lighting effects, texture work, mocapping-- but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
games  storytelling  narrative  design  technique  iroquoispliskin 
december 2008 by infovore
Steven Spielberg interview - Quarter To Three Forums
...and here's a tiny bit that got cut from the final interviewer, from Tom Chick's own site. Spielberg talks in more detail about balancing storytelling and gameplay, and expands a bit on the cutscene problem.
tomchick  stevenspielberg  interview  games  play  narrative  cutscenes  storytelling 
december 2008 by infovore
Steven Spielberg - Celebrity Byte - Yahoo! Games
Tom Chick interviews Spielberg on games for Yahoo!. Spielberg is consumate and smart, as you'd expect, but also well-grounded; he really does _play games_. "Yes, I've played Half-Life, of course" - the "of course" is the important bit.
games  stevenspielberg  interview  storytelling  narrative  play  boomblox 
december 2008 by infovore
The Whale Hunt / by Jonathan Harris
"The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them - but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
photography  storytelling  narrative  interface  interactions  design 
december 2008 by infovore
Respect the Character, p1 « BioWare Blog
"...the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
narrative  story  rpg  bioware  storytelling  games 
november 2008 by infovore
Another forum game - The Gameshelf
"So why am I mentioning this now? Because Alternity has just started. This is a new Harry Potter game, and it starts from the beginning -- September 1, Harry's first day at school. Only not as in The Philosopher's Stone. In this scenario, Voldemort, er, won." Fanfic-cum-alt-universe-RPGs in the Potterverse being run solely on Livejournal. Amazing.
games  arg  harrypotter  livejournal  fanfic  rpg  roleplaying  storytelling  story  narrative 
september 2008 by infovore
Versus CluClu Land: Minigolf with a Story
"Narrative, like play, is one of the most basic tools we posses as human beings for coping with experience. And just as play can be fundamentally empowering, there is something distinctly empowering about using the tools of narrative to throw a net of meaning over our lives."
narrative  story  games  play  design  storytelling  mechanics 
august 2008 by infovore
The Artful Gamer · Narratives and Interactivity Still Misunderstood
"We’ve forgotten that our ability to engage with something is a gift inherent to human perception, and instead we’ve attempted to replace that form of engagement with a derivative technological form of interaction."
games  play  interaction  narrative  story  storytelling 
august 2008 by infovore
GameSetWatch - Column: 'Homer in Silicon': Betraying the Protagonist
"if the player identifies with the protagonist and is motivated by the desire for the protagonist to "win" or "succeed", how can satisfying interactive tragedy exist? Won't the player always be trying to avoid actions that propel the story to an unhappy conclusion? What can an interactive tragedy offer to the player in place of traditional metrics of success?" Emily Short on making tragedy playable.
games  interactivefiction  narrative  story  storytelling  interaction 
august 2008 by infovore
Fullbright: Being There
"...a video game is a box of possibilities, and the best stories told are those that arise from the player expressing his own agency within a functional, believable gameworld."
games  rules  contract  play  narrative  storytelling 
august 2008 by infovore
Versus CluClu Land: Lasering Dudes is a Sport
"One of the reasons that sports have a such a reign over our imagination is that they feed into our love of storytelling. Sports are made to create situations with narrative significance: last-minute reversals, falls from grace, chances for redemption."
halo  games  play  narrative  storytelling  immersion 
august 2008 by infovore
Versus CluClu Land: Gamers are Maximizers of Utility
"I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
iroqouispliskin  criticism  games  writing  gta4  narrative  gameplay  storytelling  reward 
july 2008 by infovore
Click Nothing: Ludonarrative Dissonance in Bioshock
"By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all."
games  story  criticism  narrative  bioshock  storytelling  interaction  play  design 
july 2008 by infovore
We Make Holes In Teeth: GDC 2008:: Slides for "Do, don't show"
Pat Redding is Narrative Designer on Far Cry 2. This is his presentation from GDC 2008, with full notes. It's very, very good: all about designing story in an open-world environment. Lots of detail. Designers: you need to read this.
games  narrative  storytelling  openworld  sandbox  presentation  gdc  farcry2 
july 2008 by infovore
The Brainy Gamer: The genius blind spot
"I'm not terribly interested in proving Kojima a genius, but I believe we can accurately call him an auteur, and it's this aspect of his nature as an artist that has me thinking about D.W. Griffith and some interesting parallels between the two."
dwgriffith  cinema  theatre  games  narrative  storytelling  metalgearsolid  mgs4  hideokojima  auteur 
july 2008 by infovore
The Brainy Gamer: Kojima and the theory of everything
"MGS4 is the game that contains everything Hideo Kojima knows about game design and storytelling - and that is precisely what's so thrillingly right and so damnably wrong with it. Faced with a myriad of choices [...] Kojima chose not to choose. "
hideokojima  metalgearsolid  mgs4  games  play  storytelling  narrative  structure 
july 2008 by infovore
Our Writing Is Not Of Your World | Storytellersunplugged
"What that means, though, is that when you’re looking at game writing in that way, you’re trying to fix a busted carburetor with an oil gauge and a cheese grater." Some sensible analysis; such a shame we need to write things like this.
games  writing  narrative  storytelling  play  movies  disconnect  interactivity 
june 2008 by infovore
GameDevBlog: Story in games re-evaluated
"The holy grail for me now wouldn't be the game that can create infinite story - but a game that could procedurally generate infinite interesting content." Jamie Fristrom on games and storytelling. Good stuff.
narrative  games  play  videogames  story  storytelling  procedural 
june 2008 by infovore
Lookspring » The real story
"Every single point along that road is wrong. And every single point along that road takes games somewhere expensive and difficult. [...] Emotionally complex games are great, but so are emotionally crude - or indeed emotionally barren - games." Excellent.
games  narrative  story  play  interaction  storytelling  emotion  engagement 
may 2008 by infovore
Gamasutra - Opinion: Why Time-Management Games Ought To Be Great At Story-telling (And Why They Mostly Aren't)
"The result is a casual game with surprisingly nuanced and interesting characters, with whom the player begins to feel she has a real relationship -- even though all the dialogue occurs in cut scenes which we have no ability to alter." Excellent.
story  storytelling  games  play  interaction  design  narrative  interactiondesign 
may 2008 by infovore
Creating ‘The (Former) General’ | Mssv
"It's not quite a game, and while it does have branching, it doesn't allow the reader to affect the outcome of story - only their own experience of it." Adrian Hon on writing something better than Choose-Your-Own-Adventure. Some lovely visible thinking.
books  writing  storytelling  sixtostart  games  play  literature  hypertext  hyperfiction  fiction 
may 2008 by infovore
Unlocking the power of parallel play | Technology |
""When people tell me about playing a game and tell me what happened to them, then I hear how different their stories are," he says. "To me, that's an indicator of how good the game is."" Will Wright hits the nail on the head.
games  play  stories  storytelling  willwright 
may 2008 by infovore
Helping users retell experiences (Leapfroglog)
"...supporting the retelling of experiences is important. After all if you’re offering a cool product or service, you want others to know about it. A passionate user is probably your best advocate." More great stuff from Kars.
design  ia  interaction  emergent  storytelling  story  play 
october 2007 by infovore
a presentation on rock'n'roll storytelling | guy parsons for "the reader/writer mashup"
"Adventures in particpatory, interactive, rock'n'roll storytelling." Guy's talk in fulltext format. Nicely done, Guy.
presentation  essay  play  storytelling  narrative  games  arg 
october 2007 by infovore
Play, story and recombination (Leapfroglog)
"If you approach design not as embedding your story in the environment, but as creating an environment wherein users can create their own stories, then I’d say you’re on the right track." Kars on playful IA again.
ia  design  interaction  story  storytelling  narrative 
october 2007 by infovore
Fray: Busted! True stories of getting caught in the act.
"Fray is being reborn as a quarterly printed book, and we need your help." A great move from Derek Powazek
fray  writing  creativity  magazine  storytelling  book  publishing 
september 2007 by infovore
David Simon - ::thisismattfractiondotcom::
"He knows nothing and he needs everything explained to him right away, so that exposition becomes this incredible, story-killing burden".
writing  storytelling  davidsimon  thewire 
august 2007 by infovore
[d20: The 60's] The KKK, free thinkers, and the unwashed masses - RPGnet Forums
Awesome - players decided to take d20 (D&D) entirely metaphorically, and use it to play out 60s social archetypes. To quote further down the thread: "you've made D&D... narrativist". Great stuff.
rpg  roleplaying  social  play  games  activism  metaphor  storytelling  narrative 
december 2006 by infovore
Bruce Sterling. The Wonderful Power of Storytelling
Must read this - games and storytelling. Bruce is currently blowing me away at Etech06
games  storytelling  writing  narrative  narratology  text  design 
march 2006 by infovore

related tags

activism  analysis  architecture  arg  auteur  bioshock  bioware  bluelacuna  book  books  boomblox  cinema  cities  classics  comedyoferrors  contract  conversation  creativity  criticism  culture  cutscenes  davidsimon  depth  design  difficulty  disconnect  dwgriffith  emergent  emotion  engagement  epic  essay  experience  fandom  fanfic  fans  farcry2  ferrisbueller  fiction  film  flow  foursquare  fray  gameplay  games  gamesetwatch  gdc  gta4  halo  harrypotter  herstory  hideokojima  homer  hyperfiction  hypertext  ia  if  immersion  interaction  interactiondesign  interactions  interactivefiction  interactivity  interface  interview  iroqouispliskin  iroquoispliskin  jamiefristrom  jgballard  kleos  lesterdent  linearity  literature  livejournal  magazine  masseffect2  mechanics  media  merlinmann  metalgearsolid  metaphor  mgs4  movies  narrative  narratology  online  openworld  pace  paulschrader  photography  play  plot  presentation  princeofpersia  procedural  programming  publishing  pulp  reward  roleplaying  rpg  rules  sambarlow  sandbox  script  shakespeare  shortstory  sixtostart  social  sophiesamson  stevenspielberg  stories  story  storytelling  structure  technique  text  theatre  thewire  tomchick  truth  twitter  ungames  videogames  willwright  writing 

Copy this bookmark: