Abstract
In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie comp anies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element mis sing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role compa-rable to cinematic conventions like continuity editing or montage. Therefore, our re-search focuses on ident ifying, verifying and collecting such design strategies. We de-scribe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of old
Original language | English |
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Pages (from-to) | 107-119 |
Number of pages | 13 |
Journal | MATLIT. Materialidades da Literatura |
Volume | 6 |
DOIs | |
Publication status | Published - 2018 |
Keywords
- design conventions
- game design
- interactive narrative design
- pedagogy
- education
- user experience measurement