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Indexical
    Storytelling:
  All that You Can
   Leave Behind
   Clara Fernández Vara, PhD
Singapore-MIT GAMBIT Game Lab
Who am I?
Games and narrative
Environmental storytelling
Environmental storytelling
Avoiding Cutscenes
A bit short-sighted
Environments packed with
opportunities for interaction
Indexical storytelling



The practice of using indices in order
to construct a story.
Index? Wha’?
Index?
Index?
Index?
Academese section
Peirce’s three types of
                     signs



                      Icon
                      Symbol
                      Index




The concept of indexical storytelling derives from Charles Peirce’s
philosophy of language. According to Peirce, a sign is a mediation, a
representation that conveys to a mind an idea about a thing. Thus the
nature of the sign involves the idea, the object that represents it (the
sign), and the interpretant who establishes the relationship between
the idea and the object. In Peircean philosophy, there are three types
of signs:
Peirce’s
                    three types
                      of signs
                          Icon




icons / likenesses: signs that convey ideas by imitating them, such as a
photograph, a drawing, gestures or onomatopoeias (words that imitate
the sound they refer to, such as crack or roar).
Peirce’s
                    three types
                      of signs
                        Symbol




-!     symbols / general signs: signs that are associated with meaning
through usage; the relationship between the sign and its meaning is
arbitrary (Saussure, 1983) and part of a tacit social agreement. Most
words are symbols, the sign denoting biohazard is a symbol where the
association between the object and the idea it represents means is
purportedly arbitrary.
Peirce’s
                     three types
                       of signs
                          Index




-!     indices / indications: the idea is physically connected with the
sign. Peirce provides a sign post as an example (the direction of the
signpost is where one should go).
Peirce’s
three types
  of signs
   Index
Peirce’s
three types
  of signs
   Index
Indices in

        “[S]ome indices are more or less
        detailed directions for what the
        hearer is to do in order to place
        himself in direct experiential or other
        connection with the thing meant.”

Peirce, C. Essential Peirce: Selected Philosophical Writings. Vol. 2. Indiana University
                               Press, Bloomington, 1998.
End of Academese
(it didn’t hurt, right?)
Indexical storytelling
It’s not storytelling,
  it’s storybuilding
Indexical Storytelling
     in Practice
Indexical storytelling
History of the world
  Detective Work
  Interpretation of Remains
  Signposts and Tutorials
History of the player
  Player’s trace
History of
the world
Detective work
History of
the world
Detective work
History of the World

Detective work
  What has happened in the
  environment before?
  How has it left a trace in the space?
  How can the player read those traces
  to reconstruct the events?
History of
the world
Interpretation of
     remains
Interpretation of Remains:
          Ghosts
History of the World


Who has been in the space before the
player?
How does the player relate to the
people who left the traces?
History of
the world
Signposts and
   tutorials
History of the World
What is the role of signposts in the
game?
  Navigation
  In-game directions
How does the tutorial integrate with
the story, if it points to the world of the
player?
History of
the player
  Player’s trace:
Persistence of the
      world
History of
the player
 Player’s trace
History of the Player
History of
the player
 Player’s trace
History of the Player
How can the player leave traces in the
world of the game?
Who can read those traces?
  Other players
  NPCs
How does leaving traces create
opportunities for gameplay?
Indexical Storytelling
  can be applied to
non-AAA games too.
Player’s Trace
Player’s Trace
*work in in progress*




Hidden Object Games
Takeaways
Indexical storytelling is using traces
and indications to construct a story.
Indices are not only a way to save in
cut-scenes, but also a way to
involve player in gameplay.
Designers can leave traces for the
player as indications, as well as
creating systems to let players leave
a trace.
Thanks for Listening!

http://gambit.mit.edu
http://vagrantcursor.wordpress.com
@clarafv
clara@alum.mit.edu

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