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Story and presence GDC 2013

Story: Theme Setting Characters Plot Narration Story != plot Narrative The end experience in the player What is holding us back here The basic problem is that every game has a sort of box This sort of box is what the player should sort of understand Blackbox approach When you do something you don't do it for the emotional part you do it for the mechanical part So the mechanical game should fit the emotional feel you are trying to get across Neurology The brain just mold and shapes what ever is appraise Our virtue selves being inside of this virtue world. Our self is based on feedback It is possible to manipulate  When something is challenging it hinders our emotional to fully blossom  Axiom 1  Interaction is to create presence  We are playing a virtue representation of the game inside of our heads Axiom 2 Keep systems simple rely on imagination Story interaction merge = narrative Heavy rain chopping off pinky == p

GDC

Gdc was awesome as well as San Fransisco. It was nice to see people, teachers, and friends loose up and enjoy the moment of being somewhere else. Not having to worry about work or school but just to learn and enjoy the possibilities of video games, and what they can be with like minded individuals. I had fun this week and of course will miss the city by the bay. I will post the notes I took on some of the talks I went to, but right now I'm just reminiscing. Sitting in the airport I saw a quote by Walter Cronkite and it hasn't hit me till now, getting ready to leave. The Quote reads, "Leaving San Francisco is like saying goodbye to an old sweetheart. You want to linger as long as possible."

I'll be back next year.

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Story and presence GDC 2013

Story: Theme Setting Characters Plot Narration Story != plot Narrative The end experience in the player What is holding us back here The basic problem is that every game has a sort of box This sort of box is what the player should sort of understand Blackbox approach When you do something you don't do it for the emotional part you do it for the mechanical part So the mechanical game should fit the emotional feel you are trying to get across Neurology The brain just mold and shapes what ever is appraise Our virtue selves being inside of this virtue world. Our self is based on feedback It is possible to manipulate  When something is challenging it hinders our emotional to fully blossom  Axiom 1  Interaction is to create presence  We are playing a virtue representation of the game inside of our heads Axiom 2 Keep systems simple rely on imagination Story interaction merge = narrative Heavy rain chopping off pinky == p