CIN has been invited to evaluate possibilities to add value in educational games for kids. The publisher Natur & Kultur is one of the bigger company in Sweden in traditional book publishing. In 2010 N&K expanded their products into the digital sphere: e-books and interactive media. In this process CIN has been involved to evaluate what possibilities we have to improve on the work they already has initiated.
Being the UK game industries trade association TIGA has an impact on both on relations to state bodies and different actors in the industry. In order to promote educational efforts in the industry and a best practice that can make the industry excel TIGA has now initiated a preferred training supplies guide. This guide include organizations that has the capability to assist the industry in various areas. And of course, when it comes to development of interactive narratives CIN is the preferred choice.
“Dr. Richard Wilson, TIGA CEO, explains the rationale for the new service:
TIGA research shows that UK games businesses spend on average 6.6 per cent of turnover on training and 91 per cent of UK games businesses provide training for their employees.
Our preferred training suppliers have a range of skills including leadership and management development, interactive narrative design, 3D technology, art and anatomical design, VFX, presenting and conflict management.
Trainers include: The Leadership Factory, Scott Eaton, Escape Studios, Elizabeth Rivers and Creating Interactive Narratives.”
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Michael Thomsen recently published an article in The Escapist about spoilers in games that we think are an interesting piece.
“It’s hard to know the exact the origin of the term “spoiler.” The idea that learning some plot points in advance can ruin a work seems at least somewhat absurd. The Godfather is no less rich for knowing Michael will eventually take his father’s place. The Legend of Zelda: Ocarina of Time is no less charming and puzzling when you know Gannon will arrive at the end.”
Our colleague Peter Zackariasson has made a minor contribution.
In order to expand our service offerings to improve narrative contents in the game industry we now offer the service to review manuscripts. Having more then 15 years of experience from film, TV and interactive media we will provide feedback on narrative aspects and possibilities of translating the manuscript to gameplay.
For quality assurance we can offer a free short sample review on your manuscript. Please contact us for more information.
This was published at Village Gamer
MiGS has just announced that Narrative Bridging: A CIN workshop will be taking place immediately after the Montreal International Game Summit. The two day workshop takes place November 10 and 11 at the Hilton Bonaventure Hotel and will focus on developing advanced interactive narratives using Narrative Bridging. This will give the participants tools for designing interactive narratives for video games and show the mechanisms that motivate the player to action in the game world. The focus will be on Narrative Bridging and model and control design. After the workshop the participants will understand how the narrative creates incentives for the players to form strategies in the game world and how to accommodate for that in the narrative design.
We will give a workshop at the MIGS conference in Montreal, Nov. 10-11. the information is now up, so sign up now!
In this workshop, participants will learn how to develop advanced interactive narratives using Narrative Bridging. This will give the participants tools for designing interactive narratives for video games and show the mechanisms that motivate the player to action in the game world. The focus will be on Narrative Bridging and model and control design. After the workshop the participants will understand how the narrative creates incentives for the players to form strategies in the game world and how to accommodate for that in the narrative design.
In order to increase our exposure we have joined TIGA, an organization that supports game developers and associated business in the UK.
“TIGA exists to represent and to serve the interests of games developers and associated businesses. TIGA’s vision is to make the UK the best place in the world to do games business. We focus on three sets of operational activities: political representation, generating media coverage and developing services that enhance the competitiveness of our members.”
This week CIN will participate in the Develop Conference in Brighton, 13 – 15 July. This is an conference for the video game industry and by the newsflash it looks like it will be a big turn-up. Steve will be working the floor and talk to developers about what we can offer in narrative creation for their game development. Getting the word out within the industry is challenging as narratives has been stigmatized as externally enforced stories and cut-scenes that has nothing to do with gameplay. But we persist in our quest to prove otherwise. By using our method the narrative content of the game will evoke individual stories in each gamer and be part of gameplay.
Following the successful workshop given at Staffordshire University, UK, we have now planned to offer three workshops a year there. These will be open to game developers in UK that are interested in creating a structure in the work with narrative content. It will also be an opportunity for industry to meet students, to spot future skills and opportunities.
The first workshop is planned for the second week in December 2010. We will keep you updated on dates and how to sign up in a few weeks.
The main lessons from this workshop is that when creating narrative content for games, or any other media, it is important to design these for the specific media in mind. Many times, unfortunately, this is done with film or TV in mind resulting in a break between an external enforced story and gameplay. With the help of our method it is possible to create narrative contents in the beginning of a project that will guide the whole production, and potentially save both time and cost – as it limits the risk of changes late in the production.
We have just completed a game concept for a Swedish game developer that are building a multiplayer mobile game. It is a game full of humour where you can have lots of fun working with, or against, your friends, or anyone that you want.
In developing this concept we have used the ideas from the development team and structured this through Narrative Bridging. As this resulted in a conceptual map that forces us to define relations it was generated a narrative content in the game. This work has been pivotal here and the tool for constructing this game concept.
After we had presented the concept the head of the studio excitedly exclaimed “Sustain, as you have created a new kind of profession that could be compared with saying you were an astronaut during the 19th century”.
The game is now proceeding to the next phase and we are happy to see how the production progress, and the narrative content with it.