Skip Main Navigation
Page Content
This event has ended

Save This Event

Event Saved

Complicity: Building Interactive Narratives

Failbetter Games

Wednesday, August 24, 2011 from 9:30 AM to 6:00 PM (BST)

Ticket Information

Ticket Type Remaining Sales End Price Fee Quantity
The Less Early Option 2 Tickets Ended £245.00 £0.00

Share Complicity: Building Interactive Narratives

Event Details

A day-long masterclass from two distinctive experts in this growing field:

Alexis Kennedy, founder of Failbetter Games, the award-winning narrative engineering company (Echo Bazaar, Night Circus, Varytale)

Emily Short, interactive fiction legend and AAA games narrative consultant (Galatea, Savoir-Faire, Bronze, Inform 7 co-creator)

"Alexis was one of the very best speakers we’ve had here at BioWare. Clear, concise and candid." - Mike Laidlaw, Creative Director, Dragon Age Franchise

"Failbetter have shown a grasp and appreciation of the text which I have rarely seen in other creative agencies." - Dan Franklin, Digital Editor, Random House

"Emily has a rare combination of skills.  She can elevate not just your stories, but also how you tell them... she can tell a great story in a rich and coherent world and handle how it's all revealed with a deft hand." - Brandon Dillon, ArenaNet

"Emily has somehow managed to synthesise the talents of three or four game developers into one uber-mind: she is a masterful writer, a strong technical programmer, and an exceptional designer." - Richard Evans, Little Text People

  • This isn't a class in creative writing. It's about the craft, techniques, architecture and detail of making  interactive narrative, complete with war stories and hard-learnt lessons from two acclaimed but very different perspectives.
  • We're calling it 'intermediate': we assume you've either played or written some interactive stories, and won't need the very basics explaining. But this is a new enough discipline that even hardened professionals will come away with something useful.
  • Here's an outline of the day's programme. Think of it as a tasting menu. We solicit and welcome requests from attendees on where you'd like us to focus most.

 

CHOICE AND CONSEQUENCE: THE BONES OF INTERACTIVITY
The taxonomy of decisions.
Choices themselves as exposition and characterization.
What makes a decision important. Why trivial decisions aren't always bad.
The distinctive uses of decision, complicity and consequence.
A fundamental gap: what the player wants, what the player is allowed to choose.

LUCID DREAMING: THE PLAYER'S SIDE OF THE CONTRACT
Possible player roles (protagonist, actor, reader, hand-of-fate...)
Rewarding player expressiveness.
Fires in the desert: underspecified and *rigorously* underspecified narrative.
How, when and why to feed back to the player.
Player rebellion: pre-empting it or using it.

NARRATIVE ENGINEERING: STRUCTURE AND ARCHITECTURE
Social elements of interactive narrative
High-level planning.
Controlling plot and pacing in an interactive story.
Budgeting for choice redundancy.
Narrative pattern languages.
Lessons from software development.

CRAFT TRICKS: PROSE STYLE IN GAMES
Differences in context between linear and non-linear prose.
Writing recontextualisable text.
Player attention as a resource, and how to direct it.
Writing text to be read more than once.
Randomness in prose: uses and issues.
Things You Never Do. And when you do them anyway.

Have questions about Complicity: Building Interactive Narratives? Contact Failbetter Games
Attendee List Sort by: Date | First Name | Last Name
Show More

When & Where


Ravensbourne
5 Penrose Way
North Greenwich
SE10 0EW London
United Kingdom

Wednesday, August 24, 2011 from 9:30 AM to 6:00 PM (BST)


  Add to my calendar
Complicity: Building Interactive Narratives
Things to do in London Conference

Please log in or sign up

In order to purchase these tickets in installments, you'll need an Eventbrite account. Log in or sign up for a free account to continue.