This document discusses the relationship between development and storytelling. It notes that as developers, we should allocate some of our energy to improving our work by looking at it as a story. Storytelling can provide more value than technical improvements alone. The document provides many examples of how narratives and story structures can be useful in game development, including for progression, emergence, and engaging users. It also covers challenges like ensuring gameplay mechanics support the story and avoiding unethical manipulations of user behavior.
3. You, developer (in some sense):
as you can learn anything,
you should allocate a % of your
energy to improving
your work / product / service / (life)
looking at it as a story.
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7. Hidden thesis:
you can learn
anything
The Genius in All
of Us: New
Insights into
Genetics,Talent,
and IQ
This should be a life belief of any geek.
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8. "We will encourage
you to develop the
three great virtues
of a programmer:
laziness,
impatience,
and hubris."
Larry Wall,
Programming Perl
Competitve advantage of the software developer: everything else is simpler – so you can learn it.
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11. “ The difference between a tolerable programmer and a great
programmer is not how many programming languages they know, and it's
not whether they prefer Python or Java. It's whether they can communicate
their ideas.
By persuading other people, they get leverage.
By writing clear comments and technical specs, they let other
programmers understand their code, which means other programmers
can use and work with their code instead of rewriting it.
Absent this, their code is worthless. ”
Dev side.
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12. “In defense of my fellow
programmers,
communication with other human
beings is not exactly what we
signed up for”
Not signed up for.
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13. Give me an example
of stories useful in
development
14. Ideas ->
Drawings ->
Requirements ->
Mockups ->
Functional mockups ->
Linked mockups ->
Conditionally linked mockups ->
Javascript browser prototype ->
Javascript model ported to a
Unity quick prototype ->
Unity for web / desktop demo ->
Multi platform deploy
}GLUE?
24. For sale:
baby shoes,
never worn.
Practical tips:
- brevity- Twitter is a great master
- break common places
-use a third eye
- use white space,no wall-of-text 24
28. No way to learn more, experiment, get feedback,attention, ideas than passing the damn door: I am a
novice in games, but I am keeping the door open…
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29. No way to learn more, experiment, get feedback,attention, ideas than passing the damn door: I am a
novice in games, but I am keeping the door open…
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30. No way to learn more, experiment, get feedback,attention, ideas than passing the damn door: I am a
novice in games, but I am keeping the door open…
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32. So one day you begin to write.
Thinking of your work, your new enterprise as a story can help in multiple dimensions.
If it begins to make sense to you, it can make sense to others. At least its possible.
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33. The incredibly important day of
your game being published.
Nothing happens, a boring day
like any other.
Hooks can only come from your narrative. Repubblica 24h ...
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38. Emergenceis the primordial game structure, where a game is specified as a
small number of rules that combine and yield large numbers of game
variations, which the players then design strategies for dealing with. This is found in card
and board games and in most action and all strategy games. Emergence games tend to be
replayable and tend to foster tournaments and strategy guides.
Progressionis the historically newer structure that entered the computer game
through the adventure genre. In progression games, the player has to perform a
predefined set of actions in order to complete the game. One feature of
the progression game is that it yields strong control to the game designer: Since the designer
controls the sequence of events, this is also where we find the games with cinematic or
storytelling ambitions. This leads to the infamous experience of playing a game "on a rail",
i.e. where the work of the player is simply to perform the correct pre-defined moves in
order to advance the game. Progression games have walkthroughs, specifying all the actions
needed to complete the game.
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42. The Magic Circle: Huizinga, Johan. 1971. Homo Ludens: A Study of the Play Element in Culture. Boston:
Beacon Press.
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43. Which story?
- user gameplay story
- learning story
- author scripted story
- game generated story
- describing the game (story as ux tool)
Distinguish: emergent narrative vs. embedded narrative.
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44. Classical media is not interactive: depends how you look at it.There is a
branching reality, and videogames are rarely truly interactive.
http://gamamoto.com/2011/11/08/storytelling-and-video-games/ 44
45. “If one understands that
storytelling for games
has little or nothing to
do with interactive
storytelling one has
already saved oneself a
lot of trouble.”
It goes in many directions.
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53. “Fun is
about
learning in
a context
where there
is no
pressure”
But in school there is, and there has to be, pressure.There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
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55. Fun is learning - but
learning is not always
fun.
“Fun is a feedback we
get in the mind when
absorbing patterns for
learning purposes” -
Koster
From “Theory of Fun”
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61. Problem:
RAI Cinema -> people love
movies, people don’t go to
movies.
Make them play “movie writer”.
Melt-a-Plot: UI design includes motivation.
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66. We have a complex theme, a friendly approach.We basically have this problem: the cards are on the
surface.And the alternative is not very friendly. It is a learning problem.
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73. Oh how nice it is to work as a
slave for this multinational
http://unmanned.molleindustria.org/
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74. Playfied solutions
“Gamification”. Bottle bank arcade. Somemtimes, unhealthy psychological consequences.
Techniology of “fitting better”: technology for control (Foucault).
Game play is instrumental to an external goal.
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