Game: Curtain

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Curtain is a lo-fi narrative about destructive relationships by indie developer llaura dreamfeel. It takes about 20 to 30 minutes to complete, and it is available for Win/Mac/Linux with a pay-what-you-want formula.

Danielle Riendeau writes on Polygon: “Curtain is less a cautionary tale and more a cathartic exploration of a terrible, complex situation. It’s real-life horror, with a “monster” that’s infinitely more complicated and human than anything in fiction”.

Get the game at http://dreamfeel.itch.io/curtain and read the piece on Polygon at http://www.polygon.com/2014/9/12/6136433/curtain-indie-game-abuse

Opinion: Why should game stories make sense?

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Game writer Chris Dahlen blogged: “Players recall stories from other media without any trouble. But when it came to games, they got lost somewhere after the beginning. They missed big events, and forgot key plot points. Gamers still need a sense of mission and an emotional attachment. Games can hook us with characters, as well as tone, atmosphere, a strong premise, and even a great loading screen. But of all the elements of storytelling that we can use, plot is one of the weakest”.

How can we solve this issue from the point of view of game narrative? Read the full article at http://www.polygon.com/2014/4/25/5647136/video-game-stories-plot

Interactive Storytelling: 1979 REVOLUTION

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Andrew Kennedy blogs on The Future of Storytelling: “By all indications, 1979 Revolution, the episodic action/adventure game set during the turbulent 1979 Iranian Revolution, is shaping up to be one of the standouts of the “golden age of narrative-driven gaming.” Slated for a spring 2015 release, the game’s development has been a labor of love for the entire team at NYC-based iNK Stories and its cofounders, Navid and Bessie Khonsari”.

Read the full preview at http://futureofstorytelling.org/1979-revolution/

Game: Elegy for a Dead World. A game about writing fiction

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Elegy for a Dead World is a game that puts a new and interesting twist on narrative as a game mechanic. Instead of following a scripted story, the game quite literally ask players to write it while following some cues. From the website: “In Elegy for a Dead World, you travel to distant planets and create stories about the people who once lived there. Three portals have opened to uncharted worlds. Earth has sent a team of explorers to investigate them, but after an accident, you are the sole survivor. Your mission remains the same: survey these worlds and write the only accounts of them that outsiders will ever know”.

The game is available now at http://www.dejobaan.com/elegy/

Thanks Mauro Salvador / Dotventi for finding this gem!

Column: Are video games the new novel?

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Talking Writing is an online magazine for professional writers. John Michael Bell writes there: “A decade ago, film critic Roger Ebert famously said this interactive aspect of games prevented them from being art. […] In 2014, the best narrative games challenge Ebert’s claim that “serious film and literature” demand “authorial control.” Narrative video games run the gamut from first-person shooters to role-playing games that involve more than blasting another alien to very un-video-game-like stories such as Gone Home. Just as novels were once a new a form of storytelling that included a character’s inner life, narrative games have transformed author-controlled plots with player interaction.”

Read the full article at http://talkingwriting.com/are-video-games-new-novel

Book: “Storyworlds across Media. Toward a Media-Conscious Narratology” (M.-L. Ryan, J. Thon)

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“Storyworlds across Media. Toward a Media-Conscious Narratology”, edited by Marie-Laure Ryan and Jan-Noël Thon.

The proliferation of media and their ever-increasing role in our daily life has produced a strong sense that understanding media—everything from oral storytelling, literary narrative, newspapers, and comics to radio, film, TV, and video games—is key to understanding the dynamics of culture and society. Storyworlds across Media explores how media, old and new, give birth to various types of storyworlds and provide different ways of experiencing them, inviting readers to join an ongoing theoretical conversation focused on the question: how can narratology achieve media-consciousness?

Go to the publisher’s website: http://www.nebraskapress.unl.edu/product/Storyworlds-across-Media,675892.aspx

Games: Necklace of Skulls and The Sinister Fairground (Cubus Games)

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Emily Short, author and researcher of Interactive Narratives, has published a review of “Necklace of Skulls” and “The Sinister Fairground”, both by Cubus Games. She writes: “Necklace of Skulls is a fairly substantial piece. I played five or six times and never actually won, though I think I got close, and in each case there was pretty significant variation in my experience of the midgame. It’s possible to take several different routes on your journey to look for your brother (picking up, of course, a wide range of codewords and inventory items along the way). In the late game, this can yield satisfyingly fairy-tale payoffs in which creatures you earlier helped came to your rescue, or mysterious gifts from elderly peasants turn out to be the basis of an ingenious bit of self-rescue”.

Read the full review at https://emshort.wordpress.com/2014/12/17/necklace-of-skulls-the-sinister-fairground-cubus-games/

Paper: Augmented Reality and Narratology

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A paper by Roy Shilkrot, Nick Montfort and Pattie Maes on Augmented Reality and Narratology. From the abstract: “This paper presents an examination of augmented reality (AR) as a rising form of interactive narrative that combines computer-generated elements with reality, fictional with non-fictional objects, in the same immersive experience. Based on contemporary theory in narratology, we propose to view this blending of reality worlds as a metalepsis, a transgression of reality and fiction boundaries, and argue that authors could benefit from using existing conventions of narration to emphasize the transgressed boundaries, as is done in other media. Our contribution is three-fold, first we analyze the inherent connection between narrative, immersion, interactivity, fictionality and AR using narrative theory, and second we comparatively survey actual works in AR narratives from the past 15 years based on these elements from the theory”.

Read the full paper at http://fluid.media.mit.edu/sites/default/files/nARratives_ISMAR2014.pdf

Interactive Storytelling: The Bravest Man In The Universe

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Digital production agency B-Reel created a short interactive music video for Bobby Womack’s track ‘The Bravest Man in the Universe’. In this short experience, the music is augmented by a short narrative with interactive affordances such as tapping, pinching and dragging various black holes, rotating and navigating asteroid fields, planets and stars.

image_1353107897_960px‘The Bravest Man in the Universe’ is available for free at http://www.bravestman.com/, but it works only on mobile devices.

Game: …But That Was [Yesterday]

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…But That Was [Yesterday] is a piece of interactive narrative about remembering the things that really matter in life, and the people who gave them to you. The author writes “It is a game that attempts to show one how to move forward in life. In trying to communicate specific emotions with the player, text and input are minimized, relying instead upon player-driven interactions and a dynamic soundtrack”.

Play it online for free at http://www.onemrbean.com/?p=114