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	<title>Narrative design Archives - Game Whispering</title>
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		<title>Interactivity as a Medium</title>
		<link>https://gamewhispering.com/interactivity-as-a-medium/</link>
					<comments>https://gamewhispering.com/interactivity-as-a-medium/#respond</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Sun, 14 Sep 2014 19:51:04 +0000</pubDate>
				<category><![CDATA[Creative process]]></category>
		<category><![CDATA[Game design]]></category>
		<category><![CDATA[Narrative design]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=1722</guid>

					<description><![CDATA[<p>Which of narrative or gameplay should take the lead in video games?</p>
<p>The post <a href="https://gamewhispering.com/interactivity-as-a-medium/">Interactivity as a Medium</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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				<div class="et_pb_text_inner"><p style="text-align: justify;"><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">W</span>hich of narrative or gameplay should take the lead in video games? It&#8217;s very common topic that polarizes both game devs and players. I was asked my opinion on the question through youtube, so here is my opinion on the balance between interactivity and gameplay.</p></div>
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<p>The post <a href="https://gamewhispering.com/interactivity-as-a-medium/">Interactivity as a Medium</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<title>Creating meaningful game systems</title>
		<link>https://gamewhispering.com/creating-meaningful-game-systems/</link>
					<comments>https://gamewhispering.com/creating-meaningful-game-systems/#respond</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Mon, 16 Jun 2014 04:10:53 +0000</pubDate>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Narrative design]]></category>
		<category><![CDATA[System design]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=1377</guid>

					<description><![CDATA[<p>How to convey meaning through game systems.</p>
<p>The post <a href="https://gamewhispering.com/creating-meaningful-game-systems/">Creating meaningful game systems</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
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					<h1 class="entry-title">Creating meaningful game systems</h1>
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				<div class="et_pb_text_inner"> <span class='et-dropcap' style="font-size: 60px; color: #EB6838;">H</span>ere is another video from my <a href="http://www.youtube.com/playlist?list=PL_NEQzCCWBkGDWeZnP6Q4uiNu5KU0ZtXT">design short talk series</a> that discusses how we build experiences to convey meaning, the difference between how we relate to stories and to games, and how to build game systems that are meaningful for your player. </div>
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<p>The post <a href="https://gamewhispering.com/creating-meaningful-game-systems/">Creating meaningful game systems</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<title>Breakdown of the Design Disciplines</title>
		<link>https://gamewhispering.com/breakdown-of-the-design-disciplines/</link>
					<comments>https://gamewhispering.com/breakdown-of-the-design-disciplines/#comments</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Tue, 24 Apr 2012 02:56:53 +0000</pubDate>
				<category><![CDATA[Creative management]]></category>
		<category><![CDATA[Game design]]></category>
		<category><![CDATA[Level design]]></category>
		<category><![CDATA[Narrative design]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[narrative design]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=53</guid>

					<description><![CDATA[<p>Game design is often used too broadly. Here is a detailed breakdown of the sub-categories of design and how to best learn them.</p>
<p>The post <a href="https://gamewhispering.com/breakdown-of-the-design-disciplines/">Breakdown of the Design Disciplines</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_8 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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					<h1 class="entry-title">Breakdown of the Design Disciplines</h1>
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				<div class="et_pb_text_inner"><p><img loading="lazy" decoding="async" class="alignright wp-image-3548 size-medium" src="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/DesignDisciplinesFeatured-e1456102261392-300x169.jpg" alt="Design disciplines" width="300" height="169" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/DesignDisciplinesFeatured-e1456102261392-300x169.jpg 300w, https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/DesignDisciplinesFeatured-e1456102261392.jpg 400w" sizes="(max-width: 300px) 100vw, 300px" /><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">M</span>y article <a href="https://gamewhispering.com/lifting-the-designers-curse/" target="_blank">Lifting the Designer’s Curse</a> proposed a breakdown listing skills of the field of game design, but voluntarily left out other design disciplines like level design and narrative design. Here is a short post that aims at detailing the different disciplines, the related skills and pointing to reference articles whenever possible.</p>
<p>Please note that they are mainly setup with AAA game development in mind, and could probably be adapted for different needs.</p>
<p>&nbsp;</p></div>
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				<div class="et_pb_text_inner"><p><i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Also read: <a href="https://gamewhispering.com/lifting-the-designers-curse/">Lifting the Designer&#8217;s Curse</a> &#8211; The game designer&#8217;s job is largely misunderstood.</p></div>
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				<div class="et_pb_text_inner"><h2><strong>Game Design</strong></h2>
<ul>
<li><span style="text-decoration: underline;"><img loading="lazy" decoding="async" class="size-full wp-image-3549 alignright" src="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/GameDesignDiagram.jpg" alt="Game Design Diagram" width="400" height="267" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/GameDesignDiagram.jpg 400w, https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/GameDesignDiagram-300x200.jpg 300w" sizes="(max-width: 400px) 100vw, 400px" />System design</span>: Game rules, game systems, game theory, AI state machines, balancing, stuff that’s linked to logic/math. See <a href="http://www.gamasutra.com/view/feature/4416/the_designers_notebook_.php" target="_blank">Ernest Adam&#8217;s Preventing the Downward Spiral</a>.</li>
</ul>
<ul>
<li><span style="text-decoration: underline;">Interaction design</span>: Controlling how the game gives information to the player so he can make his decision, and how the player can input his decision back into the game. Ergonomics, cognitive science, and user interface are natural domains to take reference from. Check out <a href="http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/" target="_blank">Charles L Mauro&#8217;s Why Angry Birds is so successful and popular: a cognitive teardown of the user experience</a>.</li>
</ul>
<ul>
<li><span style="text-decoration: underline;">Motivation design</span>: Maximizing player engagement, reward systems, ensuring the player learns, balancing reward and frustration … Psychology and neuroscience are you friends here. Read <a href="http://www.gamasutra.com/view/feature/131494/behavioral_game_design.php" target="_blank">John Hopson&#8217;s Behavioral game design</a>.</li>
</ul>
<h2><strong>Level Design</strong></h2>
<ul>
<li><span style="text-decoration: underline;"><img loading="lazy" decoding="async" class="alignright wp-image-3550 size-medium" src="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/BioshockShadow-218x300.jpg" alt="Bioshock environmental storytelling" width="218" height="300" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/BioshockShadow-218x300.jpg 218w, https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/BioshockShadow.jpg 291w" sizes="(max-width: 218px) 100vw, 218px" /></span><span style="text-decoration: underline;">Space creation</span>: Creating game space, understanding the emergent player flow, directing player attention in a fluid fashion. Architecture, landscape design and urbanism are some academic fields of reference. More in <a href="http://www.gamasutra.com/view/feature/6411/designing_better_levels_through_.php" target="_blank">Christopher Totten&#8217;s Designing Better Levels Through Human Survival Instincts</a>.</li>
</ul>
<ul>
<li><span style="text-decoration: underline;">Gameplay implementation</span>: Creation of encounters, understanding and balancing the nature of the challenge and the involved player skills. See the excellent <a href="http://www.gamasutra.com/view/feature/6132/boss_battle_design_and_structure.php" target="_blank">Mike Stout&#8217;s Boss Battle Design and Structure</a>.</li>
</ul>
<ul>
<li><span style="text-decoration: underline;">Theatrics</span>: Creating moods in levels, environmental narrative, implementing narrative elements in the gameplay flow. Theater and cinematography are generally great fields to study here. You&#8217;ll find more info in <a href="http://www.worch.com/2010/03/11/gdc-2010/" target="_blank">GDC 2010: “What Happened Here?” – Environmental Storytelling</a>.</li>
</ul>
<h2><strong>Narrative Design</strong></h2>
<ul>
<li><span style="text-decoration: underline;">Screenplay writing</span>: Writing good lines and good stories. It is pretty much a discipline on its own that is very widely studied, with tons of literature on the subject.</li>
</ul>
<ul>
<li><span style="text-decoration: underline;">Narrative Interface</span>: Designing the tools that will allow the story to be told, walk and talks, audiotapes, interruptible cinematics&#8230;</li>
</ul>
<ul>
<li><span style="text-decoration: underline;">Player-Centric plotting</span>: Creating a story that the player can play and be part of, instead of just hearing/reading it. Don’t tell, don’t show, let play.</li>
</ul>
<p><img loading="lazy" decoding="async" class="alignright wp-image-3547 size-medium" src="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/DogDontKnow-300x200.jpg" alt="DogDontKnow" width="300" height="200" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/DogDontKnow-300x200.jpg 300w, https://gamewhispering.com/newdesign/wp-content/uploads/2012/04/DogDontKnow.jpg 400w" sizes="(max-width: 300px) 100vw, 300px" />I’m really not the right person to recommend anything on the topics of narrative design, so I would rather point to different people that would be way better fitted to talk and write about it. See the blogs of guys like <a href="http://clicknothing.typepad.com/" target="_blank">Clint Hocking</a> and <a href="http://holesinteeth.typepad.com/" target="_blank">Patrick Redding</a> for insight.</p>
<p>Once again, this is just a framework to propose actual skills to the different disciplines of design, don’t hesitate to adapt it to your need, and to share your opinion, findings, as well as links and references.</p></div>
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<p>The post <a href="https://gamewhispering.com/breakdown-of-the-design-disciplines/">Breakdown of the Design Disciplines</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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