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Open AccessJournal ArticleDOI

Finding a Way: Techniques to Avoid Schema Tension in Narrative Design

TLDR
Two successful audience/player-centered approaches from filmmaking and education are outlined, along with a tweaking of the successful MDA framework, providing structures for creatives to avoid the problem of design schema tension and create better projects.
Abstract
Game designers and game writers do not have the same understandings, processes, or approaches, and this impedes good practice. This is not due to the two modes being so different or incompatible however, as has been claimed now and in earlier narratology and ludology debates. Instead, this article argues that incompatibilities are due more to the schemas of creation: the mental models we are taught and create with, that thwart more integrated practices. We learn to create and think about games in one way, and narrative in another. This siloing is due to a predictable differentiation rhetoric that occurs at the emergence of a new medium: games are not stories, games are not films, VR is not film, X is understood by not being Y. This arbitrariness of difference facilitates a schism in the creator's mind, where elements, roles and industries become irreconcilable. Indeed, whole swathes of wisdom are put to the side in an effort to be recognised as different. When narrative is used in games, then, developers rely on external design grammars, where models from other artforms are imported and shoehorned. There have been attempts to reduce such siloing, but integration cannot happen merely through recognising common elements or traits within a game object. Instead, this article argues that a common understanding can be found through the common factor of the audience or player. To illustrate this point, two successful audience/player-centered approaches from filmmaking and education are outlined, along with a tweaking of the successful MDA framework, providing structures for creatives to avoid the problem of design schema tension and create better projects.

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Citations
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Strategies to Combat Tenant Fraud in the Rental Housing Market

TL;DR: In this paper, the authors explored strategies some business executives used to detect and eliminate tenant fraud in subsidized rental housing and investigated the effect of fraudulent behavior on tenant attitudes and belief systems, and verification procedures.
Book ChapterDOI

GFI: A Formal Approach to Narrative Design and Game Research

TL;DR: Through GFI, the GFI framework is inductively developed to address the MDA framework’s shortcomings as a lens and tool for modeling games, making it easier for researchers and practitioners to decompose, study, and design a broad class of game artifacts.
Proceedings ArticleDOI

Video Game Selection Procedures For Experimental Research

TL;DR: Two approaches to game selection are proposed: the first leverages online videogame databases and existing PX research, and is structured with respect to widely-applicable videogame metadata, and the second applies established game design theory to serve researchers when insufficient connections between desired PX outcomes and recognisable game elements exist.
Proceedings Article

Character-driven Narrative Engine. Storytelling System for building interactive narrative experiences

TL;DR: A design methodology for developing interactive storytelling projects based on character-driven stories applied in the educational context of Politecnico di Milano, School of Design from 2015 to 2017, with a critical analysis of the results obtained.
Journal ArticleDOI

Chronotypology: A Comparative Method for Analyzing Game Time:

TL;DR: In this paper, a methodology called "chronotypology" is presented to facilitate literary studies approaches to video games by conceptualizing game temporality, and a comparativization method is developed.