The aim is to transport the player through play into the video game by all means of his visual and aural faculties, so that he may forget the confines of reality and live and breathe in the video game which seems as life itself and on the screen which seems the wide expanse of a whole world. The craft to bring about that paradigm shift is Interactive Narrative Design.
Recently in Narrative Design Definitions Category
Interactive Narrative Design is a craft
which focuses on creating dramatic play
meaningful participatory experiences with interactive systems. An interactive
narrative designer seeks to craft systems which deliver narremes, narrative elements,
to a player in such a fashion that the player may craft a story cognitively based on
their navigation within said system. When narrative design is successful the
player believes that they are experiencing a story driven out of their own agency
within a navigated dataspace or
played video game. While the aims of Interactive Narrative Design are similar
to Game Writing and Game Design, and
surely involves the crafts, this hybrid craft aims to allow story to take center stage so that
the systems engaged by the player are centered around the core thematic aim of the
writers story.
Interactive Narrative Design is a craft that
meets at the apex of Ludology and Narratology and turns the conjoining into
functional interactive entertainment development methodologies. Ludology being the study of play that has
become very fashionable in the game design community within the past 2 decades. Narratology is the theory of narratives,
of spectacles, cultural artifacts that 'tell a story'. Video games allow the
player to witness data as a navigable,
participatory dramatic spectacles,
unfolding before their eyes in real-time.
The aim is to transport the player through play into the video game by all means of his visual and aural faculties, so that he may forget the confines of reality and live and breathe in the video game which seems as life itself and on the screen which seems the wide expanse of a whole world. The craft to bring about that paradigm shift is Interactive Narrative Design.
The aim is to transport the player through play into the video game by all means of his visual and aural faculties, so that he may forget the confines of reality and live and breathe in the video game which seems as life itself and on the screen which seems the wide expanse of a whole world. The craft to bring about that paradigm shift is Interactive Narrative Design.
Interactive Narrative Design is a craft which focuses on creating meaningful participatory story experiences with interactive systems. Just like as a designer of artificial intelligence crafts systems to give a viewer/user/player (VUP) the perception of intelligence in virtual beings. So too a narrative designer, working in a interactive medium, seeks to craft systems which deliver narremes to a VUP in such a fashion that the VUP may craft a story cognitively based on their navigation within said system. When narrative design is successful the VUP believes that they are experiencing a story within a navigated dataspace, or played videogame.
"After the novel..the computer age introduces its correlate - database." Manovich [1] As Manovich defines the database the fiction form of our age, I too argue that a videogame is a database of multidimensional arrays containing audio, visual, and gameplay elements which when experienced in a concinnity via narrative systems creates a believable storyspace in the mind of the VUP. The then living dataspace has a depth of content which often relates to the depth of the experience as rendered linear to the VUP when navigating said dataspace with gameplay systems. Similar to my definition of Narrative Design, "a narratological craft which focuses on the structuralist, or literary semiotic creation of stories. Narremes, or story elements, are formulated into a cohesive narrative structure in such a way as to create a metanarrative or archnarrative..." Dinehart [2]. Interactive Narrative design seeks to accomplish this via VUP navigated databases.
"After the novel..the computer age introduces its correlate - database." Manovich [1] As Manovich defines the database the fiction form of our age, I too argue that a videogame is a database of multidimensional arrays containing audio, visual, and gameplay elements which when experienced in a concinnity via narrative systems creates a believable storyspace in the mind of the VUP. The then living dataspace has a depth of content which often relates to the depth of the experience as rendered linear to the VUP when navigating said dataspace with gameplay systems. Similar to my definition of Narrative Design, "a narratological craft which focuses on the structuralist, or literary semiotic creation of stories. Narremes, or story elements, are formulated into a cohesive narrative structure in such a way as to create a metanarrative or archnarrative..." Dinehart [2]. Interactive Narrative design seeks to accomplish this via VUP navigated databases.
Continue reading Defining Interactive Narrative Design 1.
The play is a literary form that comes down to us from Ancient Greece intended for performance. Used as a production tool to create a perceived story space on stage, it consists of characters, dialog, action, and setting. It is a form that was adapted for motion pictures then called the "screenplay". While not particularly different than its stage play ancestor, the screenplay is intended for use on linear theatrical productions such as film and television. I chose to adapt it to games for purposes of strengthening game story. While games have their design documentation, often a 'bible' of information or a presentation intended to communicate a cohesive vision, the screenplay acts as a method to create a common story vision among widely disparate development pipelines within game development, with the aim of creating a better user experience. While not a concept I claim to originate. It is a form that I have forged wholly on my own, with attention to what makes a game screenplay unique.Part 1: Cinematics
Linear cinematic segments, while potentially altered by the player, or selected in a meaningful non-linear fashion via gameplay, are no different than traditional screenplays. As the first screenplays did not veer too far from stage plays, with minimal sets, and high caliber, sometimes over-the-top, characters. So to the game screenplay is still akin to the screenplays of film. Example 1 (below) is from my first game screenplay for "Company of Heroes: Opposing Fronts".
Example 1: Game Screenplay Cinematic Sequences
Continue reading Screenplays for video games.
" αβ³δ¹A¹B¹C↑H¹-I¹K4↓w° "(1)
The formula shown above is for a Russian Folktale as described by Vladimir Propp in his book Morphology of the Folktale, the formula reads "A tsar, three daughters (α). The daughters go walking (β³),
overstay in the garden (δ¹). A dragon kidnaps them (A¹). A call for aid
(B¹). Quest of three heroes (C↑). Three battles with the dragon
(H¹-I¹), rescue of the maidens (K4). Return (↓), reward (w°)." (1) While Proop's semiotics may seem too formulaic for free souls, in practical application his truth stands firm as Aristotle's Poetics. His structuralist approach to classical literary design easily adapts to interactive experiences, and clearly points to the exponential narratological complexity associated with non-linear experiences. In order to maintain narrative integrity throughout an interactive experience a rigid structure must be adhered to, narrative design was born into the world to bring classical structure back into modern storytelling. Narrative design is a narratological craft which focuses on the structuralist, or literary semiotic creation of stories. Narremes, or story elements, are formulated into a cohesive narrative structure in such a way as to create a metanarrative or archnarrative for the reader/viewer/user/player. The term "narrative design" was described by Madison Smartt Bell as "[the] form or structure of...final importance to any work of fiction..."Bell (2) Believable narrative structures are created from well designed narremes. These elements rest within a greater narrative structure, think of the mushroom in Mario or the sword in the stone. Narrative design is the structuralist architecture of literary semiotics that together form a work of fiction. Creative adherence to a well designed narrative structure will result in greater entertainment value and thematic communication.
Entertainment is an umbrella of a term which has grown even wider in today's web 2.0 world; our span of fiction's have begun to take on many forms. "After the novel, and subsequently cinema privileged narrative as the key form of cultural expression of the modern age, the computer age introduces its correlate - database."Manovich (3) Design of the story related elements, or narremes, of this database and their causal relationship as a metanarrative within said database is narrative design. Digital games are interactive database narratives. Database narrative refers to narratives whose structure exposes the dual processes of selection and combination that lie at the heart of all stories, particular data - characters, images, sounds, events - are selected from a series of databases or paradigms, which are then combined by the player, through action and thought, to generate specific stories.(4)
Game mechanics give a player navigational functionality within the 'data-space' of multimedia narrative (game). "Choices about the design and organization of game spaces have narratological consequences"Jenkins (5). Media theorist Henry Jenkins, continues to describe the crafting of fiction within games as narrative architecture. Crafting more believable interactive fiction requires coherent narrative design to ensure maximum entertainment value. When executed with skill, a narrative design strategy innately provides the reader/viewer/user/player/ with a wider cognitive palette from which they can self-author more emotive and visceral interactive fiction experiences.
1. Vladimir Propp. Morphology of the Folktale. via Wikipedia 1928
2. Madison Smartt Bell. Narrative Design: A Writer's Guide to Structure. W. W. Norton & Company.1997
3. Lev Manovich. Database as symbolic Form. Cambridge: MIT Press, 2001.
4. Stephen Erin Dinehart. RTS as Database Narrative. Narrative Design Exploratorium. 2007
5. Henry Jenkins. Game Design as Narrative Architecture. MIT Press. 200?

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 authored transmedia elements act a story guide for the inherently narratological nature of the human mind (see illustration) to become thought, both conscious and subconscious, in the imagination of the VUP.
Narrative Designers are storytellers whom live alongside a game as it develops through the production process. As the project grows and alters over the course of production, they are there to make sure the story maintains continuity throughout the experience. They are managers, writers, game designers, artists, and more. The pillar of their primary tenant must be founded on a transparent blend between narratological and ludological tendencies within interactive experience design. Simply put the balance of play and story.
Narrative Design demands understanding of the whole product. Like any good Hollywood Director they need to know the entire production pipeline. It is only through this understanding of the implementation of said narremes (narrative elements) that one can truly craft an interactive story. From characters to color scripts, shape scripts and even dialogue, it's up to the Narrative Designer to create compelling documentation for the whole team. It is through this classical approach that best stories can happen, and the craft can refine to a unique form of high design. That said it's a new field, it's ripe for exploration and definition.
Narrative Design demands understanding of the whole product. Like any good Hollywood Director they need to know the entire production pipeline. It is only through this understanding of the implementation of said narremes (narrative elements) that one can truly craft an interactive story. From characters to color scripts, shape scripts and even dialogue, it's up to the Narrative Designer to create compelling documentation for the whole team. It is through this classical approach that best stories can happen, and the craft can refine to a unique form of high design. That said it's a new field, it's ripe for exploration and definition.



