a sense of place or character

“A great film demonstrates a profound sense of place or character… A great film is one that I want to dissect.”

Author Laird Barron

Sense of place: “… is often used in relation to those characteristics that make a place special or unique, as well as to those that foster a sense of authentic human attachment and belonging.

Wikipedia

Can rpg game design create a depth of place or character which sustains player re-visits or multiple engagements? Maybe treat a location or place more like an NPC; provide a little backstory, development, a connection & history. Consider its influcence and role.
How does place create drama? Does it reveal something that advances the plot or changes the character (viewer or player)?

https://www.thefourohfive.com/film/article/a-great-film-demonstrates-a-profound-sense-of-place-or-character-a-great-film-is-one-that-i-want-to-dissect-meet-author-laird-barron-151

Advertisements

Comments (1)

say what you see

“I learned about “iconography” from working with Rob Schrab for several years. In cartooning, you have to draw a certain combination of lines before the audience is going to universally recognize what you’ve drawn.

“If I draw a cylinder, I can tell you it’s a banana, but I can’t make you think “banana” on your own unless I make it yellow, taper the ends and give it some curvature. To further extend this metaphor: Sometimes bananas are green in real life. If I make a green, tapered, curved cylinder, does it look like a banana? It looks like a pepper. You can jump up and down and scream about how you just drew a perfectly good banana, because it looks just as much like a real banana as a yellow one (student filmmaker), but I’m telling you, dude, it’s a fucking pepper, UNTIL you put more time and energy into giving it OTHER recognizable banana qualities- for instance, drawing it half peeled. Okay, now it’s a green banana. You blew my mind.

Dan Harmon
http://channel101.wikia.com/wiki/Story_Structure_106:_Five_Minute_Pilots

When creating we like to be different, unique or ‘creative’, unless it can be recognized as a banana it can fall flat. We suffer from the curse of knowledge, we know if it is a banana but the player/audience doesn’t unless it looks like one.

Leave a Comment

apps fail because…

  • You Didn’t Understand The Problem You Were Solving
  • You Asked Your Friends What They Thought
  • You Listened To Users Instead Of Watching Them
  • You Didn’t Test Your Riskiest Assumption
  • You Had A “Bob The Builder” Mentality

“…Sharon says it’s as simple as validating, or invalidating, three core pieces of the plan: The problem (Is the app solving a problem people care about?), the market (Are there enough people who have this problem?), and the product (Is our product solving this problem for this market?).

http://www.fastcodesign.com/3033092/googles-6-reasons-why-nobody-uses-your-app

Leave a Comment

when does tragedy = gameplay?

The tragedy of the commons is an economics theory, according to which individuals, acting independently and rationally according to each one’s self-interest, behave contrary to the whole group’s long-term best interests by depleting some common resource. 

Take an example of overfishing. Every fisherman knows that if there is too much fishing then eventually fish stocks will run out. If all the fishermen could agree to fish at sustainable levels then the fish stocks could last forever. However, if one fisherman starts to overfish then eventually the fish stocks will run out.

When this happens the others might as well overfish as well to get as much as possible before the stocks run out. It only takes someone to start overfishing to mean that it is then logical for everyone else to overfish. The first person might start because they think that just them overfishing will not make any difference but once they start then everyone else soon joins them and the stocks run out.
This is similar to the prisoners’ dilemma. However in the prisoners’ dilemma individuals cannot communicate and so, if they act logically, then they won’t co-operate with the other players and will end up with a worse outcome. In the tragedy of the commons everyone can communicate but it still leads to a situation where a collective resource is overused.

There are some great gameplay opportunities lurking in this kind of model.
Especially where information is limited in some way, and there are competing personal goals that are not always clear to all players.

Leave a Comment

too busy to watch the ads on TV

Should game session length mirror the length of ad breaks on TV?

“While 50 percent of DVR users would routinely skip ads, “the number is declining now,” said Poltrack, “because they’re too busy on their phones to fast-forward through the ads,” given that two-thirds of users watch TV while also engaged with a second screen.

http://www.adweek.com/news/television/dont-panic-says-cbs-more-people-are-watching-tv-now-decade-ago-166313
via http://ben-evans.com

Leave a Comment

when in doubt re-read rule 1

Rule one has two parts:

a. the customer is always right

b. if that’s not true, it’s unlikely that this person will remain your customer.

If you need to explain to a customer that he’s wrong, that everyone else has no problem, that you have tons of happy customers who were able to successfully read the instructions, that he’s not smart enough or persistent enough or handsome enough to be your customer, you might be right. But if you are, part b kicks in and you’ve lost him.

If you find yourself litigating, debating, arguing and most of all, proving your point, you’ve forgotten something vital: people have a choice, and they rarely choose to do business with someone who insists that they are wrong.

By all means, fire the customers who aren’t worth the time and the trouble. But understand that the moment you insist the customer is wrong, you’ve just started the firing process.

PS here’s a great way around this problem: Make sure that the instruction manual, the website and the tech support are so clear, so patient and so generous that customers don’t find themselves being wrong.

http://sethgodin.typepad.com/seths_blog/2014/07/when-in-doubt-re-read-rule-one.html

Not everyone who talks about projects are customers (as defined by them having spend money on the product), however they have an impact on brand, community and customers. Understanding how you deal with the customers & community around a brand is a big deal to live service products.

Leave a Comment

how to tell an enchanting story

Mostly in the context of telling stories for children on the fly, good advice for general storytelling;
http://www.huffingtonpost.com/elaine-ambrose/how-to-tell-an-enchanting_b_7883932.html

1. Begin with a provocative set-up
2. Explain how something happens, either to the main character or the environment
3. In one or two sentences, tell how the plot thickens. The stakes are raised when tension appears
4. Mentally analyze the reaction of the audience and adjust accordingly. If the listeners aren’t engaged by this time, strengthen the narrative
5. Build a vision of a scene that involves the senses: sight, sound, taste, vision, and touch
6. Weave a climax that produces an “aha” moment for the audience
7. End when the story is resolved
8. Record your story. To improve your storytelling abilities, record yourself reciting an original fable

Leave a Comment

Older Posts »