7 research outputs found

    Interactive Narrative Design beyond the Secret Art Status: A Method to Verify Design Conventions for Interactive Narrative

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    In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element missing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role comparable to cinematic conventions like continuity editing or montage. Therefore, our research focuses on identifying, verifying and collecting such design strategies. We describe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of old

    What is a Convention in Interactive Narrative Design?

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    This paper reports on an aspect of a long-term project to create a body of evidence-based interactive narrative design methods. In this context, we discuss aspects of formal design descriptions as a basis for a quantitative approach to verify the effects of design choices on the experience of audiences. Specifically, we discuss the notion of ā€˜design conventionsā€™ by acknowledging earlier usages of the term and the related discourse in video game studies

    Interactive Narrative Design beyond the Secret Art Status: A Method to Verify Design Conventions for Interactive Narrative

    No full text
    In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie comp anies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element mis sing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role compa-rable to cinematic conventions like continuity editing or montage. Therefore, our re-search focuses on ident ifying, verifying and collecting such design strategies. We de-scribe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of ol

    Interactive Narrative Design beyond the Secret Art Status: A Method to Verify Design Conventions for Interactive Narrative

    Get PDF
    In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie comp anies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element mis sing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role compa-rable to cinematic conventions like continuity editing or montage. Therefore, our re-search focuses on ident ifying, verifying and collecting such design strategies. We de-scribe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of ol

    A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative

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    Authoring tools are a crucial component in the practice and research of interactive digital narrative design, yet no recent meta-analysis or mapping of such tools exists that would make it possible to comparatively study their deļ¬ning qualities and characteristics and their effects on the artefacts produced with them. As a ļ¬rst step towards this goal, we created an online resource in which we surveyed and classiļ¬ed over 300 tools. This paper lays out our proposed categorisation and description framework for IDN authoring tools. After exploring our deļ¬nition of authoring tools and research methodology, we describe 9 categories and 38 descriptors for tool analysis and comparison. We conclude with a sample analysis of Twine

    A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative

    No full text
    Authoring tools are a crucial component in the practice and research of interactive digital narrative design, yet no recent meta-analysis or mapping of such tools exists that would make it possible to comparatively study their deļ¬ning qualities and characteristics and their effects on the artefacts produced with them. As a ļ¬rst step towards this goal, we created an online resource in which we surveyed and classiļ¬ed over 300 tools. This paper lays out our proposed categorisation and description framework for IDN authoring tools. After exploring our deļ¬nition of authoring tools and research methodology, we describe 9 categories and 38 descriptors for tool analysis and comparison. We conclude with a sample analysis of Twine
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