Cursor in Fabula

My latest article on Gamasutra, “Cursor in Fabula“, takes a look how point&click interfaces are used in the articulation of narrative elements. After identifying three layers of narrative structure and three types of narrative articulation that take place during gameplay, it goes over to analyze the very simple but intuitive interface design of the Blizzard classic Diablo.

I hope you enjoy the read.

Top Member Blog Post on Gamasutra

My article Proportion in Narrative Design has been chosen  one of the top 5 gamasutra member blog posts of the week. This is the fourth time that one of my articles has been chosen into the top 5. I’m very happy of course!

Game Idea #44

After several months of silence, here come a new game idea. This time I want to present an idea that gradually reveals to the player that the his identity and the world he believes to be real is only a construction. The goal of the game is to create an experience ala the feature film The Truman Show, where the character discovers that everyone around him just poses to animate a world that is basically invented for an audience. Here comes

Game Idea #44

The Truman Show

The Truman Show is the code-name for a game in which we control a character that gradually realizes that his own identity and the characters/environmental setting that he is surrounded with are not his real life but that they are constructed to entertain an online gaming audience. Eventually, the character will seek for the exit from this world to find out who he really is.

At the end, our character will find the data room of this universe. As he deletes the files, the world will be stripped of its textures, NPC’s will turn to poligons, and everything will turn into grey planes and volumes. At the end, our character remains completely alone on a dark screen. He has then the option to dissect himself as well.

Another ending would enable him to turn on everything that he deleted and go back to continue the live the lie, for he has no other life.

I imagine a scene in which the character realizes that he is controlled by the player. He will try to unplug the connector at the back of his neck and the player will “feel” the character through his controller shaking. Once the character is unplugged he will walk violently onto the screen that seperates him from us and try to smash it and swear at us. He will then runaway until he’s being caught by an “agent” and “repaired”.

Pacing and Rhythm During Long Takes

My latest blog post on gamasutra tackles the design problem of how we can bring shot variarion into gameplay sequences that are primarily built along a visual continuum such as a long uncut shot. In contrast to cinema that can make use of the cut as a transition device, many game designer refrain from using this method because it is in conflict with the player’s need for control over her actions. In my article I try to address a few methods of rhythm and pacing that do not require such tertiary motion types.

Read here! Thank you!

Proportion in Narrative Design

I’ve posted a new article up on Gamasutra. It’s about Proportion in Narrative Design. I hope you enjoy the read!

Stay safe…