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You, developer (in some sense):
as you can learn anything,
you should allocate a % of your
energy to improving
your work / product / service / (life)
looking at it as a story.
Storytelling can give
more value to your
game than more FPS!
1.Getting it in
the hands of
to use it
I’ll break the
news for you:
you can learn
The Genius in All
of Us: New
This should be a life belief of any geek.
"We will encourage
you to develop the
three great virtues
of a programmer:
Competitve advantage of the software developer: everything else is simpler – so you can learn it.
“ The difference between a tolerable programmer and a great
programmer is not how many programming languages they know, and it's
not whether they prefer Python or Java. It's whether they can communicate
By persuading other people, they get leverage.
By writing clear comments and technical specs, they let other
programmers understand their code, which means other programmers
can use and work with their code instead of rewriting it.
Absent this, their code is worthless. ”
“In defense of my fellow
communication with other human
beings is not exactly what we
signed up for”
Not signed up for.
Give me an example
of stories useful in
Functional mockups ->
Linked mockups ->
Conditionally linked mockups ->
Unity quick prototype ->
Unity for web / desktop demo ->
Multi platform deploy
Could hardly be simpler: a match-3 game, Bust the Dust.
So one day you begin to write.
Thinking of your work, your new enterprise as a story can help in multiple dimensions.
If it begins to make sense to you, it can make sense to others. At least its possible.
The incredibly important day of
your game being published.
Nothing happens, a boring day
like any other.
Hooks can only come from your narrative. Repubblica 24h ...
Emergenceis the primordial game structure, where a game is specified as a
small number of rules that combine and yield large numbers of game
variations, which the players then design strategies for dealing with. This is found in card
and board games and in most action and all strategy games. Emergence games tend to be
replayable and tend to foster tournaments and strategy guides.
Progressionis the historically newer structure that entered the computer game
through the adventure genre. In progression games, the player has to perform a
predefined set of actions in order to complete the game. One feature of
the progression game is that it yields strong control to the game designer: Since the designer
controls the sequence of events, this is also where we find the games with cinematic or
storytelling ambitions. This leads to the infamous experience of playing a game "on a rail",
i.e. where the work of the player is simply to perform the correct pre-defined moves in
order to advance the game. Progression games have walkthroughs, specifying all the actions
needed to complete the game.
The Magic Circle: Huizinga, Johan. 1971. Homo Ludens: A Study of the Play Element in Culture. Boston:
- user gameplay story
- learning story
- author scripted story
- game generated story
- describing the game (story as ux tool)
Distinguish: emergent narrative vs. embedded narrative.
Classical media is not interactive: depends how you look at it.There is a
branching reality, and videogames are rarely truly interactive.
“If one understands that
storytelling for games
has little or nothing to
do with interactive
storytelling one has
already saved oneself a
lot of trouble.”
It goes in many directions.
But in school there is, and there has to be, pressure.There is here a dynamic.
Oh how nice it is to work as a
slave for this multinational
“Gamification”. Bottle bank arcade. Somemtimes, unhealthy psychological consequences.
Techniology of “fitting better”: technology for control (Foucault).
Game play is instrumental to an external goal.