What is Responsive Narrative?
The only way to win your player over is through their emotions.
David Hume wrote in 1739: “Reason is, and ought only to be the slave of the passions, and can never pretend to any other office than to serve and obey them.”
He was formulating this regarding what one needs to truly win someone over in an argument. But much of classic rhetoric knowledge can be applied to modern-day storytelling, especially since we narrative designers are faced with the daunting task to hook into and evoke our player’s emotions in an interactive medium while not limiting their player agency over it.
Decided to share this part of my behaviour tree deep dive from a recent side project with my friend @Meltdrache for you #gamedev Twitter, so you can add this to your repertoire if you haven't already! Also for my #gamedesign and #leveldesign friends of course. pic.twitter.com/z18M1Y6Rj8— Sam Luckhardt 🥧🦌 (@samluckhardt) July 6, 2020
A different book recommendation for all #gamedevs out there, a book talking about finding your personal Ikigai, your reason why you jump out of bed every morning, how to reach fulfillment in life. (For me that was #narrativedesign and working towards becoming a world designer) pic.twitter.com/sn37PLRNIh— Sam Luckhardt 🥧🦌 (@samluckhardt) June 9, 2020
Playful Experience Designers? Something to ponder on #narrativedesign & #gamedesign people (credits go to @csongorb for introducing me to the author!) the great book in question being: @miguelsicart's "Play Matters" Chapter 7: "The game designer... (1/3) pic.twitter.com/SNBJvGZ4dH— Sam Luckhardt 🥧🦌 (@samluckhardt) May 25, 2020
Fully agreed. Stig Asmussen (on AIAS GMN): "I own the responsibility of our failure, but the team owns the responsibility of our success" and a team can only be successful if you create an enjoyable atmosphere with mutual respect and ownership. Make the project everyone's baby— Sam Luckhardt 🥧🦌 (@samluckhardt) June 8, 2020