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Extending Story
through Play
Nicholas Fortugno
confiden'al	
  
Ques'ons	
  
•  How	
  do	
  games	
  (or	
  interac've	
  elements	
  in	
  
general)	
  tell	
  stories?	
  
•  How	
  do	
  games	
  (etc.)	
  fit	
  as	
  part	
  of	
  a	
  
transmedial	
  ecosystem?	
  	
  
Games	
  and	
  Aesthe'cs	
  
Quick	
  Play	
  Example	
  
Twenty	
  Ques'ons,	
  Variant	
  1	
  
•  Break	
  up	
  into	
  groups	
  of	
  about	
  five.	
  
•  Pick	
  a	
  judge.	
  The	
  judge	
  picks	
  a	
  noun:	
  a	
  person,	
  a	
  place,	
  or	
  a	
  
thing.	
  It	
  cannot	
  be	
  a	
  proper	
  noun.	
  	
  
•  The	
  rest	
  of	
  the	
  players	
  try	
  to	
  figure	
  out	
  the	
  object	
  by	
  asking	
  
the	
  judge	
  yes/no	
  ques'ons.	
  	
  
–  The	
  judge	
  can	
  return	
  a	
  ques'on	
  to	
  the	
  players	
  if	
  s/he	
  feels	
  it	
  
can’t	
  be	
  answered	
  or	
  isn’t	
  relevant.	
  	
  
•  The	
  judge	
  keeps	
  track	
  of	
  ques'ons	
  asked.	
  	
  
•  A	
  guess	
  is	
  a	
  ques'on,	
  phrased	
  “Is	
  it	
  a….?”	
  If	
  the	
  judge	
  
answers	
  this	
  ques'on	
  with	
  a	
  yes,	
  the	
  players	
  win.	
  	
  
•  The	
  players	
  have	
  20	
  ques'ons	
  to	
  guess	
  the	
  noun	
  
successfully.	
  
•  They	
  have	
  infinite	
  'me	
  to	
  make	
  their	
  guess.	
  	
  
Twenty	
  Ques'ons,	
  Variant	
  2	
  
•  Break	
  up	
  into	
  groups	
  of	
  about	
  five.	
  
•  Pick	
  a	
  judge.	
  The	
  judge	
  picks	
  a	
  noun:	
  a	
  person,	
  a	
  place,	
  or	
  a	
  
thing.	
  It	
  cannot	
  be	
  a	
  proper	
  noun.	
  	
  
•  The	
  rest	
  of	
  the	
  players	
  try	
  to	
  figure	
  out	
  the	
  object	
  by	
  asking	
  
the	
  judge	
  yes/no	
  ques'ons.	
  	
  
–  The	
  judge	
  can	
  return	
  a	
  ques'on	
  to	
  the	
  players	
  if	
  s/he	
  feels	
  it	
  
can’t	
  be	
  answered	
  or	
  isn’t	
  relevant.	
  	
  
•  The	
  judge	
  keeps	
  track	
  of	
  ques'ons	
  asked.	
  	
  
•  A	
  guess	
  is	
  a	
  ques'on,	
  phrased	
  “Is	
  it	
  a….?”	
  If	
  the	
  judge	
  
answers	
  this	
  ques'on	
  with	
  a	
  yes,	
  the	
  players	
  win.	
  	
  
•  The	
  players	
  have	
  an	
  infinite	
  number	
  of	
  ques'ons	
  to	
  guess	
  
the	
  noun	
  successfully.	
  
•  They	
  have	
  90	
  seconds	
  to	
  make	
  their	
  guess.	
  	
  
Hunicke,	
  LeBlanc,	
  and	
  Zubek	
  
Mechanics	
  
Dynamics	
  	
  
Aesthe'cs	
  
Mechanics	
  
•  Rules	
  	
  
•  Code	
  	
  
•  Parameters	
  of	
  Interac'vity	
  	
  
Dynamics	
  	
  
•  Rules	
  create	
  the	
  parameters	
  by	
  which	
  
someone	
  engages.	
  	
  
•  These	
  parameters	
  encourage	
  and	
  discourage	
  
different	
  ac'ons	
  and	
  behaviors.	
  	
  
•  Dynamics	
  are	
  these	
  emergent	
  behaviors.	
  	
  
Aesthe'cs	
  
•  These	
  behaviors	
  create	
  feelings	
  in	
  users.	
  
•  These	
  feeling	
  can	
  reflect	
  emo'ons,	
  tones,	
  
themes,	
  or	
  stories.	
  	
  
•  This	
  is	
  the	
  Aesthe'cs	
  of	
  Interac'vity.	
  	
  
The	
  Aesthe'cs	
  of	
  Interac'vity	
  
Rules	
   Behavior	
   Emo'on	
  
20	
  Ques'ons	
  Review	
  
•  One	
  change	
  in	
  rules	
  (mechanics)…	
  	
  
•  creates	
  completely	
  different	
  behavior	
  
(dynamics)…	
  	
  
•  which	
  creates	
  completely	
  different	
  feelings	
  
(aesthe'cs).	
  	
  
One	
  Caveat	
  –	
  Transparent	
  Interac'vity	
  
What	
  does	
  this	
  have	
  to	
  do	
  with	
  
narra've?	
  
•  In	
  an	
  interac've	
  system,	
  users	
  do	
  things.	
  They	
  
are	
  agents.	
  	
  
•  This	
  means	
  that	
  they	
  are	
  following	
  your	
  rules.	
  	
  
•  Those	
  rules	
  create	
  behaviors	
  and	
  thus	
  
emo'ons,	
  themes,	
  and	
  story.	
  
•  This	
  is	
  true	
  of	
  EVERY	
  interac've	
  system.	
  	
  
•  So	
  if	
  you	
  have	
  a	
  theme	
  or	
  story	
  to	
  your	
  work,	
  
the	
  aesthe'cs	
  of	
  your	
  interac'vity	
  should	
  
reflect	
  that.	
  	
  
STREET	
  GAME	
  EXAMPLE	
  
Kill	
  Him	
  and	
  You	
  Will	
  Be	
  Famous	
  
•  One	
  player	
  is	
  the	
  Master.	
  Everyone	
  else	
  is	
  an	
  Afacker.	
  
•  The	
  Afacker,	
  when	
  called,	
  has	
  15	
  seconds	
  to	
  get	
  a	
  ball	
  into	
  
the	
  Master’s	
  open	
  backpack.	
  	
  
•  While	
  the	
  Afacker	
  afacks,	
  The	
  Master	
  can	
  do	
  nothing	
  but	
  
defend.	
  	
  
•  At	
  the	
  end	
  of	
  15	
  seconds,	
  I	
  yell	
  Retreat	
  and	
  the	
  Afacker	
  
drops	
  both	
  balls	
  and	
  runs.	
  	
  
•  If	
  the	
  Afacker	
  ever	
  doesn’t	
  have	
  any	
  balls	
  in	
  hand,	
  the	
  
Master	
  can	
  kill	
  the	
  Afacker	
  with	
  a	
  touch.	
  
•  Whenever	
  an	
  Afacker	
  escapes	
  the	
  Master	
  or	
  is	
  killed,	
  I	
  call	
  
the	
  next	
  Afacker	
  to	
  start.	
  	
  
•  If	
  the	
  Afacker	
  scores	
  a	
  ball	
  in	
  the	
  Master’s	
  backpack,	
  the	
  
Master	
  is	
  killed	
  and	
  the	
  Afacker	
  becomes	
  the	
  next	
  Master.	
  	
  
What	
  is	
  the	
  narra've	
  experience?	
  
Mechanics	
  –	
  basket	
  goal,	
  numbering	
  and	
  calling	
  
of	
  afackers,	
  retreat	
  'mer	
  
Dynamics	
  –	
  choice	
  of	
  afack	
  styles,	
  Master	
  
strategies	
  of	
  energy	
  conserva'on	
  and	
  defense,	
  
Master	
  vigilance	
  about	
  next	
  afacker	
  	
  
Aesthe'c	
  –	
  a	
  mar'al	
  arts	
  master	
  figh'ng	
  off	
  a	
  
roomful	
  of	
  thugs	
  	
  
COMMERCIAL	
  EXAMPLE	
  
Is	
  Brand	
  Extension	
  the	
  Only	
  Use	
  of	
  
Games?	
  
Creature	
  Feep	
  
Brand	
  Inven'on	
  
Games	
  as	
  Part	
  of	
  Brand	
  Lifecycle	
  
Brand	
  
Inven'on	
  
Brand	
  
Development	
  
Brand	
  
Extension	
  
Games	
  as	
  early	
  	
  
experiments	
  to	
  test	
  
concepts	
  cheaply	
  
Games	
  as	
  steps	
  
in	
  the	
  story	
  as	
  	
  
equal	
  parts	
  to	
  other	
  	
  
narra've	
  elements	
  
Games	
  as	
  external	
  element	
  
	
  to	
  expand	
  fan	
  base	
  	
  
and	
  bridge	
  series	
  gaps	
  
Brand	
  Extension	
  
•  Game	
  serves	
  a	
  marke'ng	
  or	
  commercial	
  
purpose.	
  	
  
•  Marke'ng	
  
– Game	
  is	
  designed	
  to	
  take	
  IP	
  to	
  a	
  new	
  audience.	
  
– Cri'cal	
  that	
  the	
  game	
  get	
  adopted,	
  not	
  mone'zed.	
  
– Development	
  costs	
  here	
  are	
  'ed	
  to	
  plajorm	
  and	
  
reach.	
  	
  	
  	
  
Marke'ng	
  Example:	
  Red	
  Bull	
  Focus	
  
Brand	
  Extension	
  
•  Commercial	
  
– Game	
  is	
  designed	
  to	
  exploit	
  the	
  brand	
  to	
  mone'ze	
  
the	
  audience	
  more.	
  	
  
– This	
  is	
  more	
  expensive	
  and	
  more	
  involved,	
  
because	
  the	
  game	
  has	
  to	
  compete	
  in	
  the	
  market.	
  	
  
– Not	
  automa'c	
  success,	
  but	
  a	
  good	
  game	
  'ed	
  to	
  an	
  
appropriate	
  category	
  can	
  be	
  very	
  successful.	
  
Commercial	
  Example:	
  Kim	
  Kardashian	
  
Hollywood	
  
Commercial	
  Example:	
  Hunger	
  Games	
  
Panem	
  Run	
  
Brand	
  Development	
  	
  
•  Game	
  is	
  a	
  core	
  part	
  of	
  the	
  narra've	
  universe.	
  	
  
•  Playing	
  the	
  game	
  is	
  actually	
  par'cipa'ng	
  in	
  
the	
  story.	
  The	
  story	
  is	
  transmedial.	
  
•  Why	
  not	
  mone'ze	
  on	
  this?	
  
Example:	
  Force	
  Unleashed	
  
Example:	
  Other	
  Movie	
  Tie-­‐Ins	
  
Example:	
  Breaking	
  Bad:	
  The	
  Cost	
  of	
  
Doing	
  Business	
  
Brand	
  Inven'on	
  
•  Use	
  the	
  game	
  as	
  a	
  way	
  to	
  incubate	
  a	
  new	
  
brand.	
  
•  Horror,	
  sci-­‐fi,	
  fantasy,	
  detec've,	
  thriller,	
  soap	
  
operas,	
  historic	
  melodrama	
  –	
  all	
  of	
  these	
  are	
  
genres	
  that	
  overlap	
  with	
  gamers.	
  	
  
•  How	
  much	
  does	
  it	
  cost	
  to	
  make	
  a	
  game	
  
rela've	
  to	
  a	
  pilot?	
  	
  
Pseudo-­‐example:	
  Where’s	
  my	
  Water?	
  
Pseudo-­‐example:	
  Toy-­‐game	
  Hybrids	
  
Games	
  as	
  Part	
  of	
  Brand	
  Lifecycle	
  
Brand	
  
Inven'on	
  
Brand	
  
Development	
  
Brand	
  
Extension	
  
Games	
  as	
  early	
  	
  
experiments	
  to	
  test	
  
concepts	
  cheaply	
  
Games	
  as	
  steps	
  
in	
  the	
  story	
  as	
  	
  
equal	
  parts	
  to	
  other	
  	
  
narra've	
  elements	
  
Games	
  as	
  external	
  element	
  
	
  to	
  expand	
  fan	
  base	
  	
  
and	
  bridge	
  series	
  gaps	
  
Thank You
nick@playmatics.com
www.playmatics.com
confiden'al	
  

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The Pixel Lab 2015 | Extending story through play - Nick Fortugno

  • 1. Extending Story through Play Nicholas Fortugno confiden'al  
  • 2.
  • 3.
  • 4. Ques'ons   •  How  do  games  (or  interac've  elements  in   general)  tell  stories?   •  How  do  games  (etc.)  fit  as  part  of  a   transmedial  ecosystem?    
  • 7. Twenty  Ques'ons,  Variant  1   •  Break  up  into  groups  of  about  five.   •  Pick  a  judge.  The  judge  picks  a  noun:  a  person,  a  place,  or  a   thing.  It  cannot  be  a  proper  noun.     •  The  rest  of  the  players  try  to  figure  out  the  object  by  asking   the  judge  yes/no  ques'ons.     –  The  judge  can  return  a  ques'on  to  the  players  if  s/he  feels  it   can’t  be  answered  or  isn’t  relevant.     •  The  judge  keeps  track  of  ques'ons  asked.     •  A  guess  is  a  ques'on,  phrased  “Is  it  a….?”  If  the  judge   answers  this  ques'on  with  a  yes,  the  players  win.     •  The  players  have  20  ques'ons  to  guess  the  noun   successfully.   •  They  have  infinite  'me  to  make  their  guess.    
  • 8. Twenty  Ques'ons,  Variant  2   •  Break  up  into  groups  of  about  five.   •  Pick  a  judge.  The  judge  picks  a  noun:  a  person,  a  place,  or  a   thing.  It  cannot  be  a  proper  noun.     •  The  rest  of  the  players  try  to  figure  out  the  object  by  asking   the  judge  yes/no  ques'ons.     –  The  judge  can  return  a  ques'on  to  the  players  if  s/he  feels  it   can’t  be  answered  or  isn’t  relevant.     •  The  judge  keeps  track  of  ques'ons  asked.     •  A  guess  is  a  ques'on,  phrased  “Is  it  a….?”  If  the  judge   answers  this  ques'on  with  a  yes,  the  players  win.     •  The  players  have  an  infinite  number  of  ques'ons  to  guess   the  noun  successfully.   •  They  have  90  seconds  to  make  their  guess.    
  • 10.
  • 11. Mechanics   Dynamics     Aesthe'cs  
  • 12. Mechanics   •  Rules     •  Code     •  Parameters  of  Interac'vity    
  • 13.
  • 14. Dynamics     •  Rules  create  the  parameters  by  which   someone  engages.     •  These  parameters  encourage  and  discourage   different  ac'ons  and  behaviors.     •  Dynamics  are  these  emergent  behaviors.    
  • 15.
  • 16. Aesthe'cs   •  These  behaviors  create  feelings  in  users.   •  These  feeling  can  reflect  emo'ons,  tones,   themes,  or  stories.     •  This  is  the  Aesthe'cs  of  Interac'vity.    
  • 17.
  • 18. The  Aesthe'cs  of  Interac'vity   Rules   Behavior   Emo'on  
  • 19. 20  Ques'ons  Review   •  One  change  in  rules  (mechanics)…     •  creates  completely  different  behavior   (dynamics)…     •  which  creates  completely  different  feelings   (aesthe'cs).    
  • 20. One  Caveat  –  Transparent  Interac'vity  
  • 21. What  does  this  have  to  do  with   narra've?   •  In  an  interac've  system,  users  do  things.  They   are  agents.     •  This  means  that  they  are  following  your  rules.     •  Those  rules  create  behaviors  and  thus   emo'ons,  themes,  and  story.   •  This  is  true  of  EVERY  interac've  system.     •  So  if  you  have  a  theme  or  story  to  your  work,   the  aesthe'cs  of  your  interac'vity  should   reflect  that.    
  • 23.
  • 24.
  • 25. Kill  Him  and  You  Will  Be  Famous   •  One  player  is  the  Master.  Everyone  else  is  an  Afacker.   •  The  Afacker,  when  called,  has  15  seconds  to  get  a  ball  into   the  Master’s  open  backpack.     •  While  the  Afacker  afacks,  The  Master  can  do  nothing  but   defend.     •  At  the  end  of  15  seconds,  I  yell  Retreat  and  the  Afacker   drops  both  balls  and  runs.     •  If  the  Afacker  ever  doesn’t  have  any  balls  in  hand,  the   Master  can  kill  the  Afacker  with  a  touch.   •  Whenever  an  Afacker  escapes  the  Master  or  is  killed,  I  call   the  next  Afacker  to  start.     •  If  the  Afacker  scores  a  ball  in  the  Master’s  backpack,  the   Master  is  killed  and  the  Afacker  becomes  the  next  Master.    
  • 26.
  • 27.
  • 28. What  is  the  narra've  experience?   Mechanics  –  basket  goal,  numbering  and  calling   of  afackers,  retreat  'mer   Dynamics  –  choice  of  afack  styles,  Master   strategies  of  energy  conserva'on  and  defense,   Master  vigilance  about  next  afacker     Aesthe'c  –  a  mar'al  arts  master  figh'ng  off  a   roomful  of  thugs    
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. Is  Brand  Extension  the  Only  Use  of   Games?  
  • 37.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 46. Games  as  Part  of  Brand  Lifecycle   Brand   Inven'on   Brand   Development   Brand   Extension   Games  as  early     experiments  to  test   concepts  cheaply   Games  as  steps   in  the  story  as     equal  parts  to  other     narra've  elements   Games  as  external  element    to  expand  fan  base     and  bridge  series  gaps  
  • 47. Brand  Extension   •  Game  serves  a  marke'ng  or  commercial   purpose.     •  Marke'ng   – Game  is  designed  to  take  IP  to  a  new  audience.   – Cri'cal  that  the  game  get  adopted,  not  mone'zed.   – Development  costs  here  are  'ed  to  plajorm  and   reach.        
  • 48. Marke'ng  Example:  Red  Bull  Focus  
  • 49. Brand  Extension   •  Commercial   – Game  is  designed  to  exploit  the  brand  to  mone'ze   the  audience  more.     – This  is  more  expensive  and  more  involved,   because  the  game  has  to  compete  in  the  market.     – Not  automa'c  success,  but  a  good  game  'ed  to  an   appropriate  category  can  be  very  successful.  
  • 50. Commercial  Example:  Kim  Kardashian   Hollywood  
  • 51. Commercial  Example:  Hunger  Games   Panem  Run  
  • 52. Brand  Development     •  Game  is  a  core  part  of  the  narra've  universe.     •  Playing  the  game  is  actually  par'cipa'ng  in   the  story.  The  story  is  transmedial.   •  Why  not  mone'ze  on  this?  
  • 54. Example:  Other  Movie  Tie-­‐Ins  
  • 55. Example:  Breaking  Bad:  The  Cost  of   Doing  Business  
  • 56. Brand  Inven'on   •  Use  the  game  as  a  way  to  incubate  a  new   brand.   •  Horror,  sci-­‐fi,  fantasy,  detec've,  thriller,  soap   operas,  historic  melodrama  –  all  of  these  are   genres  that  overlap  with  gamers.     •  How  much  does  it  cost  to  make  a  game   rela've  to  a  pilot?    
  • 59. Games  as  Part  of  Brand  Lifecycle   Brand   Inven'on   Brand   Development   Brand   Extension   Games  as  early     experiments  to  test   concepts  cheaply   Games  as  steps   in  the  story  as     equal  parts  to  other     narra've  elements   Games  as  external  element    to  expand  fan  base     and  bridge  series  gaps