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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

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 == presence 

Presence it sort of hints at being present
Self



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