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Linden's Short: Ask yourself if your work is truthful
Linden's Short: Ask yourself if your work is truthful Exclusive
 

March 29, 2013   |   By Leigh Alexander

Comments 3 comments

More: Console/PC, Programming, Art, Design, Exclusive, GDC





Authenticity matters and games creators should ensure their work is truthful, says Linden Lab's Emily Short.

"This GDC, to me, to an amazing degree has been about authenticity in games, telling the truth, and finding your voice," says Short, who's been moved by Cart Life's IGF win, its creator's subsequent decision to promote another game in his booth, and presentation's like Manveer Heir's microtalk, where he shared a deeply personal experience.

She says: "There is something really critical to the design about asking yourself, 'is my game telling the truth'," she says. Short, among the foremost contributors to the field of interactive fiction and social simulation, was at GDC to present a postmortem of Versu, the choice-based storytelling tool her team's creating at Linden.

"It's not 'telling the truth' about everything, or being literally true, it's about, 'am I being truthful in some way?' Is it expressing some kind of reality that's accurate?"

Versu currently supports complex interactive narrative simulation within the world of Jane Austen, and in her own experience Short says that helped her address truthfulness: "Even when I was inclined to go off on tangents. [or] 'make this funny trope happen', when I came back to Austen, that forced me to address her truth, even if I didn't have my own in that moment."

It's something to ask oneself when designing story and interaction -- or when creating expressive work: "Is this true? Is this a system that can tell the truth?" she says. "I think that's fundamentally important.
 
 
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Comments

Joshua Oreskovich
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I think it's important to adults that you are being authentic. Somewhere I watch a video about 3 fiction writers that all agreed that at the core of good writing was something like 2 parts reality to 1 part fantasy.
I don't know if that's a good guideline, but it might be reasonable to say something like if the focus is all baloney, doesn't that also say it's meaningless?

Joshua Oreskovich
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"I coined the word 'eucatastrophe': the sudden happy turn in a story which pierces you with a joy that brings tears (which I argued it is the highest function of fairy-stories to produce). And I was there led to the view that it produces its peculiar effect because it is a sudden glimpse of Truth, your whole nature chained in material cause and effect, the chain of death, feels a sudden relief as if a major limb out of joint had suddenly snapped back. It perceives – if the story has literary 'truth' on the second plane (....) – that this is indeed how things really do work in the Great World for which our nature is made. And I concluded by saying that the Resurrection was the greatest 'eucatastrophe' possible in the greatest Fairy Story – and produces that essential emotion: Christian joy which produces tears because it is qualitatively so like sorrow, because it comes from those places where Joy and Sorrow are at one, reconciled, as selfishness and altruism are lost in Love."
― Letter 89, J.R.R. Tolkien

(my wife found this and I thought it appropiate.)
Happy Easter.

Nicholas Heathfield
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Absolutely spot-on, old chap. That's why Hans Christian Anderson's own fairy tales are so moving in spite of their bare-bones simplicity. Who can keep dry eyes after reading The Little Match Girl?


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