Lost in Narrative - Story Architects and Experience Designers
Transcript of Lost in Narrative - Story Architects and Experience Designers
Story Shapes
“There is no beginning, no middle, no end, no suspense, no moral, no causes, no effects.
What we love in our books are the depths of many marvelous moments seen all at one time.”
Vonnegut, K. Slaughterhouse Five (1969)
“where the power of the media producer and the power of the media
consumer interact in unpredictable ways.”
(Jenkins 2006:
“integral elements of a fiction get dispersed systematically across
multiple delivery channels”
(Jenkins 2007:
“When you strip away the genre differences and the technological
complexities, all games share four defining
traits…”
…confined by rules in order to produce a
disequilibrial outcome.” (Avedon, E. & Sutton-Smith, B. 1971)
“The player is actively pursuing some goal.
Obstacles prevent him from easily achieving
this goal” (Crawford, C. 1984)
“A game is a system in which players engage in
an artificial conflict, defined by rules, that
results in a quantifiable outcome.”
(Salen, K & Zimmerman E., 2004)
Project Example1
The Beast is billed as the first Alternative Reality Game, it was developed by 42 Entertainment to promote the film A.I. Artificial Intelligence (2001) and was one of the first instances of a mixed reality entertainment experience
Project Example 2
Conspiracy for good was developed as a “mixed reality drama” by Tim Kring (the writer behind Heroes). It was marketed as “Social Benefit Storytelling”. It was nominated for the Digital Program: Fiction EMMY in 2011. Conspiracy For Good was a collaborative project between Nokia, TKE Imperative and The Company P.
Project Example 3
I Love Bees is one of the most famous Alternate Reality Games (ARGs), developed by 42 Entertainment to promote the launch of the game Halo 2. We will be returning to I Love Bees to deconstruct it’s narrative path, play elements and community
Project Example 4
World Without Oil was an Alternative Reality Game which ran for 32 weeks in 2007 and was billed as a game for social good. It simulated the global oil crisis through the media and real world events.
Project Example 5
Why So Serious, (again) developed by 42 entertainment was a massively expansive ARG developed to promote The Dark Knight (2008)
Project Example 6
[in]visible belfast was the longest running Alternative Reality Game in Northern Ireland. It ran for 6 weeks and had a number of live events, performances and websites, an achieve is currently being constructed.
Project Example 7
Where’s Wally UUC was one of the most successful Alternative Reality Games to be produced in this module, it lead to commissions by festivals and still sits as a portfolio piece for the students