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        <title>The Narrative Design Exploratorium™</title>
        <link>http://www.narrativedesign.org/</link>
        <description>The NDE is a publication dedicated to transmedia, franchise development, videogames, story, and narrative exploitation across multiple platforms.</description>
        <language>en</language>
        <copyright>Copyright 2009</copyright>
        <lastBuildDate>Tue, 30 Jun 2009 20:56:54 -0600</lastBuildDate>
        <generator>http://www.sixapart.com/movabletype/</generator>
        <docs>http://www.rssboard.org/rss-specification</docs>
        
        <item>
            <title>Dramatic Play - towards a new form</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Dramatic Play - Interactive Narrative Diagram" src="http://www.narrativedesign.org/images/Interactive_Narrative_Diagr.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="232" width="357" /></span>My article <a href="http://www.gamasutra.com/view/feature/4061/dramatic_play.php">Dramatic play</a> was published recently on <a href="http://www.gamasutra.com/">Gamasutra.com</a> and has created some interesting discussion on various sights and forums.<br /><br />What is Dramatic play? Dramatic play is a new niche, a paradigm
that is the focus of interactive narrative design, the craft that meets
at the apex of ludology and narratology and conjoins the theories into
functional video game development methodologies. To the right is a model I created based on Aritotles Dramatic Thoery as adapted for video games.<br /><br />If you'd like to read the article it is available @ <a href="http://www.gamasutra.com/view/feature/4061/dramatic_play.php">http://www.gamasutra.com/view/feature/4061/dramatic_play.php</a><br /><br />I think the article was best rephrased by AJ Glasser for Kataku as "You sorta owe Dead Space to Aristotle." Read the thread @ <a href="http://kotaku.com/5302557/you-sorta-owe-dead-space-to-aristotle">http://kotaku.com/5302557/you-sorta-owe-dead-space-to-aristotle<br /></a> <div><br /></div>]]></description>
            <link>http://www.narrativedesign.org/2009/06/dramatic-play-towards-a-new-fo.html</link>
            <guid>http://www.narrativedesign.org/2009/06/dramatic-play-towards-a-new-fo.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Interactive Narrative Design</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Drama</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Narrative Design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">interactive worlds</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative strucutre</category>
            
            <pubDate>Tue, 30 Jun 2009 20:56:54 -0600</pubDate>
        </item>
        
        <item>
            <title>Transmedia Franchise Development</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="The Transmedia Sphere" src="http://www.narrativedesign.org/images/TheTransmediaSphere_1.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="334" width="300" /></span>Having developed franchises ranging in genres and game types,
I've become versed in writing and designing transmedia narrative delivery within the
rules of a given property. Like any creative endeavor blank slates can
be harder to fill than a penciled page. Restraints based on franchise
rules can be both detrimental and freeing. Balancing these concerns and
knowing when to stick to a rule, and when to throw it out is vital to
successful franchise development. At the end of the day it's about
pleasing fans, and surprising them too.<br /><br /><b><u>Pre-Production</u><br /></b>This
is a vital step, often truncated or overlooked in scope, but it is a
large part of the process which can be time consuming.<b> <br /></b><br /><b>Step 1: Study the Franchise</b><br />This
seems easy, but it's can be quite time consuming and difficult. You
need to know a world well enough to author in it. This takes a
balancing of your subjective take on the franchise with a more
objective view of how the fans perceive it. Sure you can jump in
renegade style and bang around until Batman is wearing skates and Dr.
Freeze is a beef cake, or you can take care knowing you are stepping
into sacred ground. Yes franchises are the place of fairy tales and
make believe, they are intellectual properties which exist in the
imagination. When you take the task of altering and or adding to a
franchise you get a chance to contribute to the imaginations of
thousands if not millions of people. It's an opportunity best not
squandered on sophomoric fearlessness. That said, some people know
franchises too well to author in them, they become fearful of breaking
the cannon of fiction for sake of damaging their nostalgic
glamorization of what once was. &nbsp; <br /><br /><b>Step 2: Identify the Pillars</b><br />Look
at the Franchise and ask yourself "What makes this strong." "What does
The Marvel Universe mean?" or "What is Harry Potter?" "What is Halo?" I
find this is best done in a team setting. Key players a good team will
have talents and likes which bring them focus on certain aspects of the
franchise. Coming together to narrow and nail the pillars will be much
more fruitful than if you where to attacked it yourself.<br /><div><br /></div> ]]></description>
            <link>http://www.narrativedesign.org/2009/06/transmedia-franchise-developme.html</link>
            <guid>http://www.narrativedesign.org/2009/06/transmedia-franchise-developme.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Transmedia Design</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Narrative Design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Transmedia</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Transmedial Play</category>
            
            <pubDate>Sun, 28 Jun 2009 22:40:27 -0600</pubDate>
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        <item>
            <title>Game Writers in the Trenches™ 6: Micah Wright</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Micha Wright" src="http://www.narrativedesign.org/images/MichaWright_NDE.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="300" width="192" /></span>This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/game-writers-in-the-trenches/">Game Writers in the Trenches™</a>.&nbsp;
The game industry is riddled with the unsung heroes of interactive
storytelling.&nbsp; As game developers are increasingly looking to create
meaningful virtual narrative experiences, listening to the real-world
wisdom of these writers can help everyone on the development pipeline
understand their trials, tribulations, and needs, in hopes of enabling
them to do their job as they know best. Today's game writer is <a href="http://www.micahwright.com/">Micah Wright</a>, I'm hoping to see
what we can learn from his experiences in the trenches of writing and game
development.<br /><br /><b>Stephen Dinehart: First off congrats on your continued success; between comics, books, games and more I'm wondering where you get the time. </b><b>The first project I'd like to address is your propaganda remix project.&nbsp; It is highly compelling from multiple perspectives. How did it get started?</b><br /><br /><b>Micah Wright</b>: It started in early 2002... I saw a series of new WWII-era styled posters regarding "information security" that the National Security Agency commissioned, and something about them didn't seem right.&nbsp; After staring at them for a while, I realized it was because at least one of them was a direct repaint of a Nazi propaganda poster, and all of them included a lot of techniques more commonly associated the social realism posters of Russia or China... military figures staring not at the viewer, but up and away to the glorious proletariat future.&nbsp; It really angered me that after 9/11 our government's first instinct was to pass the USA PATRIOT ACT and strip us of our civil liberties, and here suddenly was a poster with Nazi imagery on it.&nbsp; I didn't like the implications.&nbsp; I blogged about the image, and a reader suggested that I make fun of it, so I did.&nbsp; One thing led to another, and before I knew it, I had about 50 posters that I'd repainted, so I posted them all onto one page and started getting crazy amounts of hits solely through word of mouth.&nbsp;&nbsp;&nbsp; That's when I knew that there were a lot of people like me... people who saw which direction the Bush Administration was leading the country and weren't on board with their plans.<br /><b></b>]]></description>
            <link>http://www.narrativedesign.org/2009/06/game-writers-in-the-trenches-6.html</link>
            <guid>http://www.narrativedesign.org/2009/06/game-writers-in-the-trenches-6.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Game Writers in the Trenches™</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">game design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game drama</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game writing</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative strucutre</category>
            
            <pubDate>Tue, 16 Jun 2009 15:08:18 -0600</pubDate>
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        <item>
            <title>Reading Video Games</title>
            <description><![CDATA[The 'game system' fires up, the fans roar (or hopefully not so much), and the once black screen ignites. Immediately the player engages the video game and encounters stimuli; text; main menus, loading screens, cinematics, play mechanics, player characters, non-player characters, etc. They take witness and navigate the system using designed actions, play mechanics. Using these mechanics, the player acts as an agent within the participatory dramatic spectacle. An agent is a person or thing that takes an active role.&nbsp; The player moves forward through a series of events acting with designed mechanics to bring about change in the system in order to achieve some desired outcome. To act is to cause or experience events. An event is a transition from one state to another. As a player acts he assembles a series of logical and chronologically related events, a fabula. This is the story, a series of events cognitively assembled and perceived by the player. <b>The player authors this story through the reading of the <i>text</i>; the video game. </b><br /><br />"A narrative text is a text in which an agent relates a story in a particular medium" [Bal 1994]. The video game is related, or narrated, by the video game engine to the player through both active and passive means. Text, imagery, feedback, sound, and temporal sequences are read, perceived and judged. <b>The game engine presents a narrative text to the player and says read me; understand what I am; and immerse yourself in the simulation. </b><br /><br />Some are better readers, better players, but all the players read and absorb the experience. As the player progresses in his play these judgments about the events, experienced as a result of his actions, cause him to modify his play to produce desired results. Reading allows the player to determine the next action needed to achieve a specific objective, or 'object of desire.' The story is needed by the player to convey the subjective meaning associated with the narrative read in the video game. A dramatic pattern that when assembled by the player creates a [player] story; a communication about the way things are within a particular system. <br /> ]]></description>
            <link>http://www.narrativedesign.org/2009/06/reading-video-games.html</link>
            <guid>http://www.narrativedesign.org/2009/06/reading-video-games.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Interactive Narrative Design</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative strucutre</category>
            
            <pubDate>Tue, 16 Jun 2009 13:08:59 -0600</pubDate>
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        <item>
            <title>Defining Interactive Narrative Design 2</title>
            <description><![CDATA[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.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.narrativedesign.org/diagram1.png"><img alt="" src="http://www.narrativedesign.org/assets_c/2009/06/diagram1-thumb-400x236.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="400" height="236" /></a></span>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.<br /><br />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. ]]></description>
            <link>http://www.narrativedesign.org/2009/06/dramatic-play.html</link>
            <guid>http://www.narrativedesign.org/2009/06/dramatic-play.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Interactive Narrative Design</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Narrative Design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Narratology</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">drama</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative design definitions</category>
            
            <pubDate>Tue, 09 Jun 2009 06:40:01 -0600</pubDate>
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        <item>
            <title>The Inherent Drama of Game Play</title>
            <description><![CDATA[Drama is defined as "A serious play of human
conflict." This is especially apt for video games.The basic conflict of protagonist (player 1), deuteragonist (player 2) and the antagonist is at the core of life, drama, and games. Whether it's a Wii bowling game or a online multiplayer strategy game, <i>conflict</i>, and it's resolution, is also at the core of game mechanics. <br /><br /><font style="font-size: 1em;">It is the same mechanic that has driven mankind forward</font> in the religion, sciences, arts, and humanities. It is this innate conflict of life which has been at the core of human pondering for almost as long as recorded history. The ancient Chinese drawing a dualism in approaches to conflict resolution between Sun
Tzu, with<b> </b><font style="font-size: 1em;">life as a series of conflicts</font><b> </b>which can be overcome by a
skilled tactician to achieve his object of desire, and Buddha, with
life as suffering (conflict) and the way to overcome it as a secession
of desire.<br /><br />Conflict renders life in the present. Through it's being mankind gains purpose and meaning through the chaos of change. Too in the realm of story, in the realm of drama, conflict acts as the very catalyst which drives human life forward. A classical 3-act narrative structure is
driven by an active protagonist seeking to achieve an object of desire,
and the conflict which arises out of action to achieve that object. The
pattern repeats until a final climatic conflict occurs that drives the
protagonist to a penultimate action to achieve his object of desire.
This is resolved in the denouement, which gives or takes the object of
desire to the protagonist, in all or part, depending on the degree of
irony.<br /><br />In that, games become systems to understand conflict and it's
resolution in the drama of real life. An old friend of mine once told me that his British father
would say: "We don't have wars in Europe anymore, we have soccer." ]]></description>
            <link>http://www.narrativedesign.org/2009/05/dramatic-video-games.html</link>
            <guid>http://www.narrativedesign.org/2009/05/dramatic-video-games.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Editorials</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Story</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">drama</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game drama</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">simulations</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">strategy</category>
            
            <pubDate>Fri, 15 May 2009 06:32:32 -0600</pubDate>
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            <title>On Murderous Video Games</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.narrativedesign.org/diagram1.png"><img alt="" src="http://blogs.citypages.com/gimmenoise/images/mk2_fatality.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="324" height="236" /></a></span>There was a interesting discussion on the the <a href="http://www.igda.org/" target="_blank">IGDA</a>'s <a href="http://groups.google.com/group/igda-game-design-general" target="_blank">Game Design Special Interest Group</a>
about the necessity of gore in games. In any other genres but action,
horror and war, I would say no, gore is not needed. That said, I do not
believe in the "gore-wars" to one-up the "real" nature of violence in
games. To me this is a childish enterprise for a grail which is never
realized. Do you remember when the <em>Mortal Kombat</em> arcade game
series seemed truly violent? Watching it now reveals it's almost comic
interpretation of gore. 

<br /><br />
<strong>The
pleasure
of horror</strong> is to become, for a while, wired to your
subconscious mind. I'm subscribed to the "life is scary enough without
horror" group, but for the player whom is engaged in a violent game, he
is experiencing in himself as a human being,
what is often buried in the subconscious, now in the conscious. It's a
rush of identification with
great power, with the life-force. We live in a society which chooses to
ignore the "elimnation of life" our tax dollars pay for in the day, and glamorize
brutality in the night, amongst the shadows of the 10 o'clock news. We bring real horror to the door
steps of our unwilling global neighbors, but we seek to regulate the
fantasies of adults though censorship of the arts. I ask why? We cleary have bigger issues. 

]]></description>
            <link>http://www.narrativedesign.org/2009/04/on-murderous-video-games.html</link>
            <guid>http://www.narrativedesign.org/2009/04/on-murderous-video-games.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Editorials</category>
            
            
            <pubDate>Sat, 18 Apr 2009 12:49:01 -0600</pubDate>
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            <title>2 Reminders to the Metaself</title>
            <description><![CDATA[<div align="left"><font style="font-size: 1em;"><b>Why make games?</b></font><br /></div>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
lifetime.

<br /><br /><font style="font-size: 1em;"><b>Why focus on narrative?</b></font><br />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.<br />

 ]]></description>
            <link>http://www.narrativedesign.org/2009/03/2-reminders-to-the-metaself.html</link>
            <guid>http://www.narrativedesign.org/2009/03/2-reminders-to-the-metaself.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Editorials</category>
            
            
            <pubDate>Mon, 30 Mar 2009 06:51:49 -0600</pubDate>
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            <title>Game Writers in the Trenches™ 5: Richard Dansky</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="RichardDansky_NDE.jpg" src="http://www.narrativedesign.org/images/RichardDansky_NDE.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="300" width="192" /></span>This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/game-writers-in-the-trenches/">Game Writers in the Trenches™</a>.&nbsp;
The game industry is riddled with the unsung heroes of interactive
storytelling.&nbsp; As game developers are increasingly looking to create
meaningful virtual narrative experiences, listening to the real-world
wisdom of these writers can help everyone on the development pipeline
understand their trials, tribulations, and needs, in hopes of enabling
them to do their job as they know best. Today's game writer is <a href="http://www.mobygames.com/developer/sheet/view/developerId,130154/">Richard Dansky</a>, I'm hoping to see
what we can learn from his experiences in the trenches of game
development.<br /><br /><b>Stephen Dinehart: First off, congrats on <a href="http://www.gamasutra.com/view/feature/3935/the_gamasutra_20_top_game_writers.php?page=3">being named one of the top 20 game writers </a>most recently by Gamasutra! How has the recognition of your craft changed over the pas 15 years of your career?</b><br /><br /><b>Richard Dansky</b>: Thank you! It really is a tremendous honor, particularly being listed with some folks whose work I've always looked to as a model for what I've tried to achieve. I think <a href="http://www.gamasutra.com/view/feature/3935/the_gamasutra_20_top_game_writers.php?page=3">the list itself</a> is indicative of how much game writing has
grown and matured as a craft&nbsp; - fifteen years ago, I don't think you
could have gotten folks to name twenty game writers, and now there are
energetic debates on message boards as to who else deserved to be on
the list. The fact that game writers are getting known for their work -
not just within the industry, but by the fans as well - means that
there's more of an understanding of what good writing brings to a game.
And that can only be a good thing moving forward.<br />]]></description>
            <link>http://www.narrativedesign.org/2009/03/game-writers-in-the-trenches-5.html</link>
            <guid>http://www.narrativedesign.org/2009/03/game-writers-in-the-trenches-5.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Game Writers in the Trenches™</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">game writing</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">gamestory</category>
            
            <pubDate>Mon, 16 Mar 2009 07:30:05 -0600</pubDate>
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            <title>Writing for Video Game Genres - Released</title>
            <description><![CDATA[The <a href="http://www.igda.org/">International Game Developers Association</a>'s <a href="http://www.igda.org/writing/">Game Writing Special Interest Group</a> just released a book with <a href="http://www.akpeters.com/">A k Peters</a>, called <i><a href="http://www.akpeters.com/product.asp?ProdCode=4179">Writing for Video Game Genres: From RPG to RTS</a> </i>. I was fortunate to have contributed the chapter called <i>Writing for Real-Time Strategy Games</i>.
The pages are graced by many popular game writers, including Haris
Orkin, Richard Dansky, Tracy Seamester, Lee Sheldon, Andy Walsh, Sand
Chen, Evan Skolnick, and that's just the start! The book can be<a href="http://www.akpeters.com/product.asp?ProdCode=4179"> orderd online</a>, and should be on retail shelves soon. This is the third book released by the <a href="http://www.igda.org/writing/">WSIG</a>
and could be a helpful a part of any game students or aspiring game
writers collection. It can also serve as a good resource for those of
us in the field. ]]></description>
            <link>http://www.narrativedesign.org/2009/02/writing-for-video-game-genres.html</link>
            <guid>http://www.narrativedesign.org/2009/02/writing-for-video-game-genres.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Recommended Reading</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">game writing</category>
            
            <pubDate>Sat, 28 Feb 2009 07:20:49 -0600</pubDate>
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            <title>An Interview by an Aspiring Narrative Designer</title>
            <description><![CDATA[I was contacted recently by a curious mind, it belonged to a student named Margaret A. Cogswell. I asked her to tell me a little about
herself and her program.&nbsp; "I am a sophomore at <a href="http://www.scad.edu/">Savannah College of Art
and Design</a>, and a game design major.&nbsp; I recently discovered that I am
really passionate about narrative design and storytelling in general.&nbsp; I'm
in a Survey of Interactive Media class right now, in which we study the
emergence and progression of digital and interactive media and the effect it
has on the art world (gaming industry included; it is, after all, an art form).
I am required to do a presentation on a specific area of the gaming industry,
and I teamed up with two other people who are also interested in narrative. The Interactive Media and Game Design department is pretty ruthless and intense at SCAD. As a general rule, if your work isn't excellent, it doesn't pass the
test. I was looking for resources on the internet when I came upon <a href="http://www.narrativedesign.or/">The Narrative Design Exploratorium</a>... I'd really like to ask you some questions that may help me in my project..." Ask away Margaret.

<b><br /></b>]]></description>
            <link>http://www.narrativedesign.org/2009/02/an-interview-by-an-aspiring-na.html</link>
            <guid>http://www.narrativedesign.org/2009/02/an-interview-by-an-aspiring-na.html</guid>
            
            
            <pubDate>Tue, 17 Feb 2009 07:00:04 -0600</pubDate>
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            <title>Defining Interactive Narrative Design 1</title>
            <description><![CDATA[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 <a href="http://en.wikipedia.org/wiki/Narreme">narremes</a> 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 <a href="http://en.wikipedia.org/wiki/Data_Spaces">dataspace</a>, or played videogame.<br /><br />"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, <font style="font-size: 1em;">"a <a href="http://en.wikipedia.org/wiki/Narratology">narratological</a> craft which focuses on the <a href="http://en.wikipedia.org/wiki/Structuralist#Structuralism_in_literary_theory_and_literary_criticism">structuralist</a>, or <a href="http://en.wikipedia.org/wiki/Semiotic_literary_criticism">literary semiotic</a> creation of stories. <a href="http://en.wikipedia.org/wiki/Narreme">Narremes</a>, or story elements, are formulated into a cohesive <a href="http://en.wikipedia.org/wiki/Narrative_structure">narrative structure</a> in such a way as to create a <a href="http://en.wikipedia.org/wiki/Metanarrative">metanarrative</a> or archnarrative...</font>" Dinehart [2]. Interactive Narrative design seeks to accomplish this via VUP navigated databases. <br /> ]]></description>
            <link>http://www.narrativedesign.org/2009/02/defining-interactive-narrative.html</link>
            <guid>http://www.narrativedesign.org/2009/02/defining-interactive-narrative.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Editorials</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Interactive Narrative Design</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Gesamtkunstwerk</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Narratology</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative design definitions</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">place design</category>
            
            <pubDate>Sun, 01 Feb 2009 13:48:59 -0600</pubDate>
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            <title>Masters of Narrative Design 8™: Bob Bates</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Bob Bates" src="http://www.narrativedesign.org/images/Bob_Bates_HeadShot_NDE.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" width="192" height="300" /></span>This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/masters-of-narrative-design/">Masters of Narrative Design™</a>.&nbsp;
While 'narrative design' is not a term in common usage, the design of
story experiences is nothing new.&nbsp; As game developers are increasingly
looking to create meaningful interactive narrative experiences, looking at
the lessons learned by these masters becomes increasingly valuable.&nbsp;
Today's master is writer and designer <a href="http://www.mobygames.com/developer/sheet/view/developerId,1096/">Bob Bates</a>.&nbsp;
After being inspired by the text-based adventure <a href="http://en.wikipedia.org/wiki/Zork">ZORK</a>, in the mid 80's, Bob began looking into blending traditional fiction with video games and started writing his own text-based adventures. He was contracted by <a href="http://en.wikipedia.org/wiki/Infocom">Infocom</a> to write his first two titles. Since then he has been credited on <i>38+ titles</i><b> </b>(!) and is author of the best-selling book <a href="http://www.amazon.com/exec/obidos/tg/detail/-/0761531653/">Game Design: The Art and Business of Creating Games</a>. Bob is also a co-founder and organizer of the Game Designers Workshop, an invitation-only conference of storytelling game designers. I'm hoping to see what we can learn from his wealth of knowledge and wisdom.<br /><br /><b>Stephen Dinehart: You currently list yourself as an independent writer? Has this always been your role in game development?</b> <br /><br /><b>Bob Bates: </b>Not at all.&nbsp; In 1986 I started a small company to design and write games that would compete with Infocom, the reigning king of text adventures.&nbsp; Very quickly we ended up cooperating instead of competing, and the first two games I designed and wrote were published by Infocom.&nbsp; When Infocom closed down in 1989, I co-founded <a href="http://en.wikipedia.org/wiki/Legend_Entertainment">Legend Entertainment</a> with <a href="http://www.mobygames.com/developer/sheet/view/developerId,4061/">Mike Verdu</a>, and while at Legend I wore many hats for the next 15 years, including administrative duties as studio head, operations, finance, sales, etc.<b><br /></b>]]></description>
            <link>http://www.narrativedesign.org/2009/01/masters-of-narrative-design-8.html</link>
            <guid>http://www.narrativedesign.org/2009/01/masters-of-narrative-design-8.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Masters of Narrative Design™</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">game design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game writing</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative strucutre</category>
            
            <pubDate>Sat, 31 Jan 2009 11:44:06 -0600</pubDate>
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            <title>What is a &quot;Master of Narrative Design&quot;?</title>
            <description><![CDATA[Most recently I was asked by a rather famous game writer, whom I've been trying to interview, how I decide who is a candidate for the <a href="http://www.narrativedesign.org/masters-of-narrative-design/">Master of Narrative Design</a> series, rather than a<a href="http://www.narrativedesign.org/game-writers-in-the-trenches/"> Game Writer in the Trenches</a> on the <a href="http://www.narrativedesign.org/">Narrative Design Exploratorium</a>. It was the first time I was asked, realizing ego, not just my own, was at stake I did my best to cushion the response. Apparently to some being a game writer in the trenches is inherently less sexy than being a master. I suppose understandably so. That being said, it was a great question, and it got me thinking.<br /> ]]></description>
            <link>http://www.narrativedesign.org/2009/01/what-is-a-master-of-narrative.html</link>
            <guid>http://www.narrativedesign.org/2009/01/what-is-a-master-of-narrative.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Editorials</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Narrative Design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">game writing</category>
            
            <pubDate>Fri, 30 Jan 2009 07:10:17 -0600</pubDate>
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            <title>Game Writers in the Trenches™ 4: Jeff Spock</title>
            <description><![CDATA[ <span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Jeff_Spock.jpg" src="http://www.narrativedesign.org/images/Jeff_Spock.jpg" class="mt-image-left" style="margin: 0pt 20pt 20px 0px; float: left;" width="190" height="304" /></span>This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/game-writers-in-the-trenches/">Game Writers in the Trenches™</a>.&nbsp;
The game industry is riddled with the unsung heroes of interactive
storytelling.&nbsp; As game developers are increasingly looking to create
meaningful virtual narrative experiences, listening to the real-world
wisdom of these writers can help everyone on the development pipeline
understand their trials, tribulations, and needs, in hopes of enabling
them to do their job as they know best. Today's game writer is <a href="http://www.mobygames.com/developer/sheet/view/developerId,244038/">Jeff Spock</a>, I'm hoping to see
what we can learn from his experiences in the trenches of game
development.<br /><br /><b>Stephen E. Dinehart: How did you become a game writer?</b><br /><b><br />Jeff Spock:</b> I have always been two things; a video game player and a fiction writer. I started playing games back on the Apple platforms in the 70's, and have been writing something roughly resembling fiction ever since I was old enough to hold a crayon correctly.<br /><br />These two passions came together in a perfect storm of coincidence; I met Marc Laidlaw while I was doing the Clarion West Writers Workshop in 2004 in Seattle. Marc is the brains behind the Valve writing (the Half-Life series in particular) and has been writing excellent speculative fiction since the 80's. Chatting with Marc was an epiphany: "You mean, you can get paid to write stories for games???" Through Marc I met Raphael Colantonio of Arkane Studios, and he introduced me to the Ubisoft Third Party group. Since then I have probably done 80% of my game work with Ubisoft.<b><br /></b>]]></description>
            <link>http://www.narrativedesign.org/2009/01/game-writers-in-the-trenches-4.html</link>
            <guid>http://www.narrativedesign.org/2009/01/game-writers-in-the-trenches-4.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Game Writers in the Trenches™</category>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">game writing</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">gamestory</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative strucutre</category>
            
            <pubDate>Thu, 08 Jan 2009 18:49:10 -0600</pubDate>
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