No Show 2012 - Clara Fernández-Vara - Environmental Storytelling
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Transcript of No Show 2012 - Clara Fernández-Vara - Environmental Storytelling
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Indexical Storytelling:
All that You Can Leave Behind
Clara Fernández Vara, PhDSingapore-MIT GAMBIT Game Lab
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Who am I?
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Games and narrative
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Environmental storytelling
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Environmental storytelling
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Avoiding Cutscenes
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A bit short-sighted
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Environments packed with opportunities for interaction
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Indexical storytelling
The practice of using indices in order to construct a story.
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Index? Wha’?
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Index?
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Index?
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Index?
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Academese section
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Peirce’s three types of signs
IconSymbolIndex
The concept of indexical storytelling derives from Charles Peirce’s philosophy of language. According to Peirce, a sign is a mediation, a representation that conveys to a mind an idea about a thing. Thus the nature of the sign involves the idea, the object that represents it (the sign), and the interpretant who establishes the relationship between the idea and the object. In Peircean philosophy, there are three types of signs:
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Peirce’s three types
of signsIcon
icons / likenesses: signs that convey ideas by imitating them, such as a photograph, a drawing, gestures or onomatopoeias (words that imitate the sound they refer to, such as crack or roar).
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Peirce’s three types
of signsSymbol
-! symbols / general signs: signs that are associated with meaning through usage; the relationship between the sign and its meaning is arbitrary (Saussure, 1983) and part of a tacit social agreement. Most words are symbols, the sign denoting biohazard is a symbol where the association between the object and the idea it represents means is purportedly arbitrary.
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Peirce’s three types
of signsIndex
-! indices / indications: the idea is physically connected with the sign. Peirce provides a sign post as an example (the direction of the signpost is where one should go).
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Peirce’s three types
of signsIndex
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Peirce’s three types
of signsIndex
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Indices in
“[S]ome indices are more or less detailed directions for what the hearer is to do in order to place himself in direct experiential or other connection with the thing meant.”
Peirce, C. Essential Peirce: Selected Philosophical Writings. Vol. 2. Indiana University Press, Bloomington, 1998.
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End of Academese(it didn’t hurt, right?)
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Indexical storytelling
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It’s not storytelling,it’s storybuilding
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Indexical Storytelling in Practice
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Indexical storytelling
History of the worldDetective WorkInterpretation of RemainsSignposts and Tutorials
History of the playerPlayer’s trace
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History of the worldDetective work
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History of the worldDetective work
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History of the World
Detective workWhat has happened in the environment before?How has it left a trace in the space?How can the player read those traces to reconstruct the events?
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History of the worldInterpretation of
remains
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Interpretation of Remains: Ghosts
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History of the World
Who has been in the space before the player?How does the player relate to the people who left the traces?
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History of the worldSignposts and
tutorials
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History of the WorldWhat is the role of signposts in the game?
NavigationIn-game directions
How does the tutorial integrate with the story, if it points to the world of the player?
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History of the player
Player’s trace:Persistence of the
world
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History of the player
Player’s trace
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History of the Player
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History of the player
Player’s trace
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History of the PlayerHow can the player leave traces in the world of the game?Who can read those traces?
Other playersNPCs
How does leaving traces create opportunities for gameplay?
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Indexical Storytelling can be applied to
non-AAA games too.
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Player’s Trace
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Player’s Trace
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Hidden Object Games
*work in in progress*
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TakeawaysIndexical storytelling is using traces and indications to construct a story.Indices are not only a way to save in cut-scenes, but also a way to involve player in gameplay.Designers can leave traces for the player as indications, as well as creating systems to let players leave a trace.