Posterous theme by Cory Watilo

Boardgames as storytelling engines

For years, I've been looking for games which could offer to generate actual stories. I tried a lot ranging from pen and paper roleplaying games to MMORPGs. I mean it.

And so far, the former appeared the most rewarding but they require so much investment whichever your side of the famous game master screen... And as years pass, free time becomes a scarce resource without mentioning the challenge of mustering a few friends for at least six hours.

Boardgames are then a good way to indulge your lust for interactive stories. For a decade, such games have proven to be more and more innovative, colorful and still easy to set up and share. A majority of them rely on strong mechanics offering their lot of interesting choices resulting in pure moments of drama and tension. If one game's background is not just a cosmetic excuse or too abstract, telling the story resulting from a session can shape into actual stories.

In recent years, the boardgames small industry produced a couple of true interactive storytelling gems... and they surprisingly all rely on a cooperative gameplay. Starting with Reiner Knizia's Lord of the Rings, followed by Days of Wonder's Shadows over Camelot and more recently Fantasy Flight Games' Battlestar Galactica, they all produce rare moments of gameplay, vivid memories and unique stories (without mentioning Pandemic which I didn't try yet).

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Studying these games should be a priority for any game designer. Instead of pure game engines, they start from a storyworld or genre which has to be deconstructed and rebuilt as a system using symbols, tropes and drama rules able to produce meaning and potentially emotion.

I had the chance to play Battlestar Galactica recently and it was a unique experience which I can't wait to reproduce. For the fist time, I played a game and felt being part of an epic story (actually a tragedy as human race was destroyed by relentless cylon assaults and betrayal) full of dilemmas and constantly increasing dramatic situations with only few breathing rooms.

I won't review it, others did it well. If you chase the dream of marrying storytelling and systemic gaming : you have to experience it, praise its designers and publisher... and learn. A true masterpiece...

 

 

The electro-plasmic hydrocephalic genre-fiction generator 2000

Presented by http://wondermark.com/554/

2009-09-22-554fiction

Now followed by the working model at : http://fictiongen.boxofjunk.ws/

This early model appears to produce potential huge sellers as I managed to get this... err... groundbreaking concept at the second try !

“The Cosmophages”

In a neo-noir Aztec empire, a young techno-obsessed geek stumbles across an enchanted sword which spurs him into conflict with murderous robots, with the help of a bookish female scholar with mousy brown hair and her discomfort in formal wear, culminating in a philosophical argument punctuated by violence.

Enjoy ;-)

The rise of next gen books

Since the success of Cathy's Book  - now followed by Cathy's Key and to be completed by Cathy's Ring - which proved to be a teenagers success in several countries, we can see more and more new ventures in blurring boundaries between literature and new media.

This year, Jordan Weisman known for his successful ARGs like I Love Bees or Year Zero partnered with JC Hutchkins and replicated its "extended entertainment" approach for a more mature audience.

The result - Personal Effects : Dark Arts - is all about investigating the intriguing case of a blind serial killer. as in Cathy's Book series, the book includes a series of props besides the novel which may lead the reader to online additional content and puzzles to solve in order to get some new insights on the plot.

Personal_effects_dark_arts_pro

Without even discussing the novels, these two books are interesting takes on non linear writing and are worth experiencing.

However, readers often complain that the novels can be read completely overlooking the additional content layer. From an editorial point of view, one may see here some economical constraints as publishers may be nervous at restricting their audience to people geeky enough to follow obscure online trails triggered by tricky analog riddles.

Even more, in terms of experience design, the truth is that most readers won't be able to know how to use these props as there are no clues on how they're linked to the story. Will I spoil the story if I study these documents ? When am i supposed to pick one and which one ? Lack of direction is often the flaw of such open storyworlds (including pure ARG) and will continue to restrict these experiences to new media savvy audiences (potentially including GenY aka. multitasking digital natives)...

More recently, Anthony Zuicker - creator of the globally famous CSI TV series - released Level26, his first "digi-novel" (again about a particularly insane serial killer) which rewards the reader with high production value online videos to be unlocked by entering codes on the dedicated website.

Anthony Zuicker's approach will maybe prove to be a more mainstream still consistent experience. Iphone and ITunes LP versions are in the pipe according the author and should be the best way to enjoy it as they will offer a seamless flow between reading and viewing.

Can't wait for it :))

In the meantime, Jeff Kring - creator of Heroes TV series - will have released SHIFT the first installment of his novels trilogy (titled "Flag of Orpheus" and acquired for 3 million (!) dollars by Crown Publishers). And guess what ? It will be tied to an alternate reality game.

Interesting times, for sure...

Upcoming steampunk webseries + ARG

http://bit.ly/2H3Gty

 Looks quite promising and ambitious so far.
The ARG related website doesn't seem to offer much beyond a bunch of teasing posters but it should be launched soon, maybe november if it's tied to the series premiere. 
Let's stick this one on the radar...

(download)