Next Steps: The FabulaRasa Website
The group covered an immense
range of topics in our two brief days. We ended the conference with
the clear understanding that expanding these thoughts further would
require an ongoing conversation.
To that end, the group is creating
a website called FabulaRasa.org that serves as a focal point for our
discussions. The name roughly translates to the "blank story",
an empty vessel for our players to pour their tales into. Our hope is
that experienced game developers and researchers will contribute to
building a rich repository of essays, papers and discussion on creating
mediate experiences in games.
This report captures only a
small fraction of the conversations that took place at this year's Project
Horseshoe. I heartily recommend you visit the website and check out
reports from this year and previous years.
This paper was the collaborative
effort of all the people listed below.
- Facilitator: Linda
Law, The Fat Man
- Stephane Bura, 10tacle
- Daniel Cook, Microsoft
- David Fox, iWin
- Tracy Fullerton,
USC Interactive Media
- Victor Jimenez,
- Ron Meiners, Multiverse
- Mirjam Palosaari
Eladhari, Gotland University
- Patricia Pizer,
Disney Interactive Studios
- Mike Sellers, Online
- Mike Steele, Emergent
Appendix I: Papers and references
The following were items that
influenced or where mentioned during the discussion.
- Project Horseshoe,
George "The Fatman" Sanger and crew
Artificial Emotions, Daniel Cook http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php
- Chemistry of
Game Design, Daniel Cook, http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php?print=1
- Stanford Prison
rituals through the work of Claude Levi-Strauss: http://en.wikipedia.org/wiki/Claude_L%C3%A9vi-Strauss
- Why we play games:
Four keys to more emotion without story, Nicole Lazzaro
- What are we missing,
- Story Construction
and Expressive Agents in Virtual Game Worlds, Mirjam Palosaari Eladhari http://intranet.tii.se/components/results/files/eladhari_lindley.pdf
- The soundtrack
of your mind: mind music - adaptive audio for game characters, Mirjam Palosaari Eladhari http://mirjame.googlepages.com/Eladhari_Friedenfalk_Niewdorp_ace_20.pdf
- The Daedalus
Project, Nick Yee
Appendix II: Traditional Mediating Techniques
The following is a laundry
list of traditional techniques that games have been using for decades.
Think of these as mediation 101.
- Basic plots: Common
plots such as the '39 Plots' that have known effects on the audience.
- Hero points: Resource
that bends plots to the user's needs (or Villain points). Used as a
storytelling resource. Alternatively, Whimsy Cards
- Storytelling Patterns:
Such as Pattern language by Christopher Alexander
- Reversals that are
- Character Development
of both NPCs and the player character.
- Customization of
various elements of the game.
- Emotion Management
- Ambient effects
- Environments with
emotional connotations (such as a haunted mansion)
- Exposition including
- Relationships ties
chars together through game play mechanics, different roles, access,
- Mechanics of player
- Manipulation of
- Manipulating Time
- Manipulation of
- Switching POV
- Treating the group
as a character
- Collaborative puzzles