Gaming & Storytelling in the 21st Century


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Presentation I recently held at the Dart Greenspot sessions. Article:

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Gaming & Storytelling in the 21st Century

  1. 1. Gaming & Storytelling in the 21 st Century - Stories are a unique survival tool for showing us rather than telling us how the world works, yet the best stories are the ones that engage people on a deeper level. - Jon Radoff
  2. 2. HOMO LUDENS 1938 Johan Huizinga “ Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing.” Play Theory
  3. 3. (very) short history of games <ul><li>Pok a Tok </li></ul><ul><li>2500 BC </li></ul><ul><li>Maya Ball Game </li></ul><ul><li>Senet </li></ul><ul><li>3100 BC </li></ul><ul><li>Egypt Board game </li></ul>
  4. 4. Nowadays: Simulation games 40% market share <ul><li>GTA </li></ul><ul><li>by Rockstar North </li></ul><ul><li>Huge development team (1000) </li></ul><ul><li>Pro evo soccer 2009 </li></ul><ul><li>by Kunami </li></ul><ul><li>Realistic </li></ul>
  5. 5. Not all games have stories, most games have a tiny story Bejeweled by PopCap. Every Platform, over 150 Million downloads. Casual Games
  6. 6. Not all games are virtual worlds Second life by Linden Labs. No game – You can build anything (or pay people to build it for you) World of Warcraft by Blizzard MMORPG – Full of challenges/ engagements/ story – 10 Million people playing – 5000 on the same server – Closed world – (you can cheat though)
  7. 7. Not all games are for boys <ul><li>Petz </li></ul><ul><li>Ubisoft </li></ul><ul><li>All platforms </li></ul><ul><li>Farmville (facebook) </li></ul><ul><li>Zynga </li></ul><ul><li>80 million players </li></ul>Taking care of / growing things is fullfilling
  8. 8. Not all games are for Geeks 26-34-24? late 20's
  9. 9. Not all games are just for fun Serious & simulation games Plenty more examples are out there ; e.g American Army (simulation), Dance dance revolution (exergames), Braintraining, Remission, Sugar Kids, de Verhalentafel
  10. 10. How to handle interaction/ content? JFK Reloaded (Traffic Light) Mc Donalds Game (Molleindustria) Super Columbine Massacre RPG (Danny Ledonne)
  11. 11. Not all games are about Orcs, soldiers or gangsters, horses or football Pixeljunk Eden (Q games) Plenty more examples are out there, e.g : Echochrome, Flow, Flower, the Path, The Graveyard, Braid, Hotel, Everyday the same dream, Little Big Planet, Machinarium, Samarost, The Tulse Luper suitcases, The Unfinished Swan. Katamari, Crayon Physics deluxe, Noby Noby Boy
  12. 12. Can Games be Art? (digital distribution leads to more games for niche audiences) <ul><li>The Marriage </li></ul><ul><li>By Rod Humble (2006) </li></ul><ul><li>A Split Second </li></ul><ul><li>Stedelijk Museum & SubmarineChannel </li></ul>
  13. 13. 'Educational' games E.g : Palestine(Global Conflicts) Professor Layton and the Curious Village (Nds) The Total War series (Creative Assembly) Sneeze (Channel 4) QiGame (TMJ & Submarine)
  14. 14. Cross media content production 1.0 : Pushed. Same content, different platforms (tv, broadband, mobile) 2.0: Extra's. Each version uses strenght of platform, independently. 3.0: Bridges. Content is teasing you to move platforms. 4.0: Experiences. Co- creative collaborate play. Story environments. Transmedia/ ARG.
  15. 15. Transmedia Strategy's How to make people immerse in the story? An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. (Or pretends to be at least partial in reality)
  16. 16. Examples Lost Experience , (ABC) played out during second season. Hybrid between marketing and content. The Truth About Marika (SVT, The Company P 2007) The Dark Knight, Why so serious? (42 entertainment)
  17. 17. Costs & effects 1, 9, 90 rule : expensive and time consuming. Versus hypersociability: lessens the need for a producer to offer fixed media: Pokemon/ Animatrix. Leading to decentralized authorship: death of the author (Barthes 67).
  18. 18. So what about Branding? Play theory = Fun Theory: And just to close of with a nice match: Heleen Groenendijk [email_address] Thank You !