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Social Reality: The (Very) Secret Ingredient of Narrative Design
See this article in full at Edge-Online.com
A biosuit augmented physicist, a medieval assassin brought to life by virtual reality, and a telekinetic commando… these are all protagonists from games (rightly) championed for their narratives – so why does it read like a list of fantasy careers by Tom, Age 6?
One week ago, I was brought in to discuss an Xbox 360 action adventure IP. It’s early doors – things are at the stage where plots and characters are being drawn up, tonal references agreed, target audiences researched… and a contract Narrative Designer put in place.
The development team had some fantastic reference material – media that either nailed the themes, or the atmosphere, or the gameplay they were looking to achieve. Pouring over it, I had just one question: why aren’t there any games here?
The short answer was they just felt more powerfully drawn to filmic conceits. It’s common enough – game narratives are in their infancy, so there’s often more mileage in cinematic comparisons than interactive ones.
The long answer, I think, is that they’d identified a gaping black hole in video game narratives (of which many there may be, but few quite so fundamental)…
…continued at Edge-Online.com.