Contents
The Watery Pachinko Machine of Doom: Project Horseshoe's Thoughts On Story
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  The Watery Pachinko Machine of Doom: Project Horseshoe's Thoughts On Story
by Daniel Cook
0 comments
Share RSS
 
 
January 17, 2008 Article Start Previous Page 7 of 7
 

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.

Advertisement

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.

Participants

This paper was the collaborative effort of all the people listed below.

  • Facilitator: Linda Law, The Fat Man
  • Stephane Bura, 10tacle Studios Belgium
  • Daniel Cook, Microsoft
  • David Fox, iWin
  • Tracy Fullerton, USC Interactive Media
  • Victor Jimenez, Northrop Grumman
  • Ron Meiners, Multiverse
  • Mirjam Palosaari Eladhari, Gotland University
  • Patricia Pizer, Disney Interactive Studios
  • Mike Sellers, Online Alchemy
  • Mike Steele, Emergent Game Technologies

Appendixes

Appendix I: Papers and references

The following were items that influenced or where mentioned during the discussion.

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 heuristically created
    • Modularity
    • Hierarchical
  • Character Development of both NPCs and the player character.
  • Customization of various elements of the game.
  • Emotion Management
  • Music
  • Ambient effects
  • Environments with emotional connotations (such as a haunted mansion)
  • Exposition including cinematics
  • Relationships ties chars together through game play mechanics, different roles, access, organization
  • Novelty
  • Mechanics of player progression
  • Manipulation of Game Economics
  • Voice/Style
  • Manipulating Time (compressing/style)
  • Manipulation of Player's Perception
  • Switching POV
  • Treating the group as a character
  • Collaborative puzzles
 
Article Start Previous Page 7 of 7
 
Comments

none
 
Comment:
 


Submit Comment