Design de Narrativa Interativa para além do Estatuto de Arte Secreta: Um Método para Verificar Convenções de Design de Narrativa Interativa

Autores

  • Hartmut Koenitz HKU University of the Arts Utrecht
  • Christian Roth HKU University of the Arts, Utrecht
  • Teun Dubbelman HKU University of the Arts, Utrecht
  • Noam Knoller HKU University of the Arts, Utrecht

DOI:

https://doi.org/10.14195/2182-8830_6-1_7

Palavras-chave:

convenções de design, design de jogos, design de narrativas interativas, pedagogia, educação, medição da experiência do utilizador

Resumo

Nos últimos anos, a narrativa nos jogos eletrónicos surgiu como uma área para novos conceitos de jogo e como estratégia para caraterizar obra específicas. No entanto, a inovação nesta área vem sobretudo de empresas independentes e de esforços individuais de designers reconhecidos. Faltam especialistas treinados capazes produzir experiências narrativas interativas. Muitos dos praticantes são autodidatas e confiam na intuição nas suas práticas de design. Um elemento-chave que falta ao esforço de desenvolvimento sustentado e a uma melhor formação profissional é um conjunto de convenções de design que cumpram um papel comparável às convenções cinematográficas, como edição ou montagem de continuidade. Esta investigação centra-se na identificação, verificação e recolha dessas estratégias de design. Descrevemos um método empírico para verificar as convenções de design propostas através da avaliação da reação do utilizador aos protótipos A/B, o que melhora os processos anteriores baseados em tentativa e erro.

Downloads

Não há dados estatísticos.

Referências

AARSETH, Espen J. (2001). “Computer Game Studies, Year One.” Game Studies, 1.1. http://gamestudies.org/0101/editorial.html

AARSETH, Espen J. (2004). “Genre Trouble.” First Person: New Media as Story, Performance, and Game. Ed. Noah Wardrip-Fruin and Pat Harrigan. Cambridge, MA: MIT Press. www.electronicbookreview.com/thread/firstperson/vigilant

AYLETT, Ruth S., Sandy Louchart, João Dias, Ana Paiva, and Marco Vala (2005). “FearNot! – An Experiment in Emergent Narrative.” Intelligent Virtual Agents. Ed. Themis Panayiotopoulos, Jonathan Gratch, Ruth Aylett, Daniel Ballin, Patrick Olivier, and Thomas Rist. Berlin, Heidelberg: Springer Berlin Heidelberg. Lecture Notes in Computer Science. Vol. 3661: 305–316. Berlin, Heidelberg: Springer Berlin Heidelberg. http://doi.org/10.1007/11550617_26

BERNHAUPT, Regina (2010). “User Experience Evaluation in Entertainment.” Evaluating User Experience in Games: Concepts and Methods. Ed. Regina Bernhaupt. London: Springer London. 3-7. http://doi.org/10.1007/978-1-84882-963-3_1

BORDENS, Kenneth S., and Bruce Barrington Abbott. (2002). Research Design and Methods: A Process Ap-proach (5th ed.). New York: McGraw-Hill.

BRYANT, Jennings, and Peter Vorderer, eds. (2013). Psychology of Entertainment. London: Routledge.

CALVILLO GÁMEZ, Eduardo H., Paul Cairns, and Anna L. Cox. (2009). “From the Gaming Experience to the Wider User Experience.” Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, British Computer Society. 520–523.

CAMPO SANTO. (2016). Firewatch [Video Game]. Portland, OR: Panic.

CONNOR, Andy M., Stefan Marks, and Charles Walker. (2015). “Creating Creative Technologists: Playing With(in) Education.” Creativity in the Digital Age. Ed. Nelson Zagalo, and Pedro Branco. London: Springer London. 35–56. http://doi.org/10.1007/978-1-4471-6681-8_3

CORNELL, Chris (2013). Save the Date. Paper Dino Software.

CROWTHER, William, and Don Woods (1976). Adventure [Video Game].

DERRIDA, Jacques (1988). “Signature Event Context.” Limited Inc. Evanston, IL: Northwestern University Press. 1-23.

DOW, Steven (2007). “User Engagement in Physically Embodied Narrative Experiences.” Proceedings of the 6th ACM SIGCHI Conference on Creativity and Cognition. New York: ACM. 280-280. 10.1145/1254960.1255016

DOW, Steven, Manish Mehta, Ellie Harmon, Blair MacIntyre, and Michael Mateas (2007). “Presence and Engagement in an Interactive Drama.” CHI 07: Proceedings of the SIGCHI Conference on Human Fac-tors in Computing Systems, New York: ACM. 1475-1484. http://doi.org/10.1145/1240624.1240847

DUBBELMAN, Teun (2016). “Narrative Game Mechanics.” International Conference on Interactive Digital Storytelling – ICIDS 2016. Ed. Frank Nack and Andrew S. Gordon. Springer International Publishing. Lecture Notes in Computer Science. Vol. 10045: 39-50. http://doi.org/10.1007/978-3-319-48279-8_4

EISENSTEIN, Sergei (2010). Towards a Theory of Montage. London: I.B. Tauris.

ENDRASS, Birgit, Christoph Klimmt, Gregor Mehlmann, Elisabeth André, and Christian Roth (2011). “Exploration of User Reactions to Different Dialog-Based Interaction Styles.” International Confer-ence on Interactive Digital Storytelling – ICIDS 2011 (Vol. 7069, pp. 243–248). Ed. Mei Si, David Thue, Elisabeth André, James C. Lester, Joshua Tanenbaum, and Veronica Zammitto. Berlin, Heidelberg: Springer Berlin Heidelberg. Lecture Notes in Computer Science. Vol. 7069: 243–248. http://doi.org/10.1007/978-3-642-25289-1_26

ESKELINEN, Markku (2001). “The gaming situation.” Game Studies, 1.1. http://www.gamestudies.org/0101/eskelinen/

FRASCA, Gonzalo (1999). “Ludology meets narratology: similitude and differences between (video) games and narrative.” 3 Dec 2017. http://www.ludology.org/articles/ludology.htm

FULLERTON, Tracy, Christopher Swain, and Steven S. Hoffman. (2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Burlington, MA: Morgan Kaufmann (2nd ed.).

HALL, Lynne, Sarah Woods, Kerstin Dautenhahn, Daniel Sobral, Ana Paiva, Dieter Wolke, and Lynne Newall (2004). “Designing Empathic Agents: Adults versus Kids.” Intelligent Tutoring Systems. Ed. James C. Lester, Rosa Maria Vicari, and Fábio Paraguaçu. Berlin, Heidelberg: Springer Berlin Heidelberg. Lecture Notes in Computer Science, Vol. 3220: 604–613. http://doi.org/10.1007/978-3-540-30139-4_57

HASSENZAHL, Marc, Sarah Diefenbach, and Anja Göritz (2010). “Needs, affect, and interactive products: Facets of user experience.” Interacting with Computers 22.5: 353–362. http://doi.org/10.1016/j.intcom.2010.04.002

INFOCOM (1983). Planetfall [Video Game]. Cambridge, MA: Infocom.

JUUL, Jesper (1999). “A clash between game and narrative.” Danish Literature.

JUUL, Jesper (2001). “Games telling stories? A brief note on games and narratives,” Game Studies 1.1 http://www.gamestudies.org/0101/juul-gts/

KOENITZ, Hartmut (2014). “Five Theses for Interactive Digital Narrative.” Interactive Storytelling: 7th International Conference on Interactive Digital Storytelling, ICIDS 2014, Singapore, Singapore, November 3-6, 2014, Proceedings. Ed. Clara Fernández-Vara, Alex Mitchell, and D. Thue. Cham: Springer Interna-tional Publishing. Lecture Notes in Computer Science Vol. 8832; 134–139: http://doi.org/10.1007/978-3-319-12337-0_13

KOENITZ, Hartmut (2015). “Design Approaches for Interactive Digital Narrative.” Interactive Storytelling: 8th International Conference on Interactive Digital Storytelling, ICIDS 2015, Copenhagen, Denmark, Novem-ber 30 - December 4, 2015, Proceedings. Ed. Henrik Schoenau-Fog, Luis Emilio Bruni, Sandy Louchart, and Sarune Baceviciute. Cham: Springer International Publishing. Lecture Notes in Computer Sci-ence Vol. 9445: 50–57. http://doi.org/10.1007/978-3-319-27036-4_5

KOENITZ, Hartmut, and Kun-Ju Chen (2012). “Genres, Structures and Strategies in Interactive Digital Narratives – Analyzing a Body of Works Created in ASAPS.” Interactive Storytelling: 5th Internation-al Conference, ICIDS 2012, San Sebastián, Spain, November 12-15, 2012. Proceedings. Ed. David Oyarzun, Federico Peinado, R. Michael Young, Ane Elizalde, and Gonzalo Méndez. Berlin, Heidelberg: Spring-er. Lecture Notes in Computer Science, Vol. 7648: 84–95. http://doi.org/10.1007/978-3-642-34851-8_8

KOENITZ, Hartmut, and Sandy Louchart (2015). “Practicalities and Ideologies: (Re)-Considering the Interactive Digital Narrative Authoring Paradigm.” Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015). Eds. Boyang Li, and Mark Nelson. http://www.fdg2015.org/papers/fdg2015_paper_03.pdf

KULESHOV, Lev V. (1974). Kuleshov on Film: Writings. Los Angeles, CA: University of California Press.

LEBLING, Peter David (1980). Zork [Video Game]. Cambridge, MA: Infocom.

LEBLING, Peter David, Marc Blank, and Tim Anderson. (1979). “Special Feature Zork: A Computerized Fantasy Simulation Game.” Computer 12.4: 51–59. http://doi.org/10.1109/MC.1979.1658697

MADDRELL, Jennifer A. (2015). “Designing Authentic Educational Experiences through Virtual Service Learning.” The Design of Learning Experience. Ed. Brad Hokanson, Gregory Clinton, and Monica W. Tracey Cham: Springer International Publishing. 215–229. http://doi.org/10.1007/978-3-319-16504-2_15

MATEAS, Michael (2010). “The Authoring Challenge in Interactive Storytelling.” Interactive Storytelling: Third Joint Conference on Interactive Digital Storytelling. Ed. Ruth Aylett, Mei Yii Lim, Sandy Louchart, Paolo Petta, and Mark Riedl(Vol. 6432, pp. 1–1).. Berlin, Heidelberg: Springer Berlin Heidelberg. Lecture Notes in Computer Science, Vol. 6432: 1–1. http://doi.org/10.1007/978-3-642-16638-9_1

MEINEL, Christoph, Larry Leifer, and Hasso Plattner, eds. (2011). Design Thinking: Understand, Improve, Apply. Berlin, Heidelberg: Springer Berlin Heidelberg. http://doi.org/10.1007/978-3-642-13757-0

MURRAY, Janet H. (1997). Hamlet on the Holodeck: the Future of Narrative in Cyberspace. New York: Free Press.

MURRAY, Janet H. (2012). Inventing the Medium: Principles of Interaction Design as a Cultural Practice. Cambridge, Mass: MIT Press.

QUANTIC DREAM. (2010). Heavy Rain [Video game]. Tokyo: Sony Computer Entertainment.

ROTH, Christian (2016). Experiencing Interactive Storytelling. Amsterdam: Vrije Universiteit. PhD Thesis.

ROTH, Christian, and Hartmut Koenitz (2016). “Evaluating the User Experience of Interactive Digital Narrative.” AltMM '16 Proceedings of the 1st International Workshop on Multimedia Alternate Realities. New York, New York, USA: ACM Press. 31-36. http://doi.org/10.1145/2983298.2983302

ROTH, Christian, and Ivar Vermeulen (2013). “Breaching Interactive Storytelling’s Implicit Agreement: A Content Analysis of Fac̨ade User Behaviors.” H. Koenitz, G. Ferri, M. Haar, D. Sezen, T. I. Sezen, & G. C̨atak (Eds.), Interactive Storytelling: 6th International Conference, ICIDS 2013, Istanbul, Turkey, No-vember 6-9, 2013, Proceedings. Ed. Hartmut Koenitz, Tonguc Ibrahim Sezen, Gabriele Ferri, Mads Haar, Digdem Sezen, Tonguc Ibrahim Sezen, and Güven C̨atak. Cham: Springer International Publish-ing. Lecture Notes in Computer Science, Vol. 8230: 168–173. http://doi.org/10.1007/978-3-319-02756-2_20

ROTH, Christian, Christoph Klimmt, Ivar Vermeulen, and Peter Vorderer (2011). “The Experience of Interactive Storytelling: Comparing ‘Fahrenheit’ with ‘Façade’.” Entertainment Computing – ICEC 2011. Berlin, Heidelberg: Springer Berlin Heidelberg. Lecture Notes in Computer Science, Vol. 6972: 13–21. http://doi.org/10.1007/978-3-642-24500-8_2

ROTH, Christian, Ivar Vermeulen, Peter Vorderer, and Christoph Klimmt (2012a). “Exploring Replay Value: Shifts and Continuities in User Experiences Between First and Second Exposure to an Inter-active Story.” CyberPsychology, Behavior & Social Networking15.7: 378–381. http://doi.org/10.1089/cyber.2011.0437

ROTH, Christian, Ivar Vermeulen, Peter Vorderer, Christoph Klimmt, David Pizzi, Jean-Luc Lugrin, and Marc Cavazza (2012b). “Playing In or Out of Character: User Role Differences in the Experience of Interactive Storytelling.” CyberPsychology, Behavior & Social Networking 15.11: 630–633. http://doi.org/10.1089/cyber.2011.0621

ROTH, Christian, Peter Vorderer, Christoph Klimmt, and Ivar Vermeulen (2010). “Measuring the user experience in narrative-rich games: towards a concept-based assessment for interactive stories.” Proceedings of the Workshop on Using Game Design and Affective Evaluation to improve User Experience and User Research at Interaktive Kulturen 2010. Duisburg. https://research.vu.nl/en/publications/measuring-the-user-experience-in-narrative-rich-games-towards-a-c

SINHA, Ravi (2016, April 7). “Is The Telltale Games Formula Wearing Thin?” 12 March 2017. http://gamingbolt.com/is-the-telltale-games-formula-wearing-thin

SPIERLING, Ulrike, and Nicolas Szilas (2009). “Authoring Issues beyond Tools.” Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portu-gal, December 9-11, 2009, Proceedings. Ed. Ido A. Iurgel, Nelson Zagalo, and Paolo Petta. Berlin, Heidelberg: Springer Berlin Heidelberg. Lecture Notes in Computer Science, Vol. 5915: 50–61. http://doi.org/10.1007/978-3-642-10643-9_9

TELLTALE GAMES. (2012). The Walking Dead [Video game]. San Rafael, CA: Telltale Games.

TELLTALE GAMES. (2013). The Wolf Amongst us [Video Game]. San Rafael, CA: Telltale Games.

TELLTALE GAMES. (2015). Minecraft: Story Mode [Video Game]. San Rafael, CA: Telltale Games.

THOMPSON, Kristin, and David Bordwell. (2012). Film Art: An Introduction. New York: McGraw-Hill Education.

VORDERER, Peter, and Leonard Reinecke (2015). “From Mood to Meaning: The Changing Model of the User in Entertainment Research.” Communication Theory, 25.4: 447–453. http://doi.org/10.1111/comt.12082

VORDERER, Peter, Christoph Klimmt, and Ute Ritterfeld (2004). “Enjoyment: At the Heart of Media Entertainment.” Communication Theory, 14.4: 388–408. http://doi.org/10.1111/j.1468-2885.2004.tb00321.x

VOSMEER, Mirjam, Christian Roth, and Ben Schouten (2015). “Interaction in Surround Video: The Effect of Auditory Feedback on Enjoyment.” Interactive Storytelling: 8th International Conference on Interac-tive Digital Storytelling, ICIDS 2015, Copenhagen, Denmark, November 30 - December 4, 2015, Proceed-ings. Cham: Springer International Publishing. Lecture Notes in Computer Science, Vol. 9445: 202–210. http://doi.org/10.1007/978-3-319-27036-4_19

WEIZENBAUM, Joseph (1966). “Eliza — a Computer Program for the Study of Natural Language Communi-cation between Man and Machine.” Communications of the ACM, 9.1: 36–45. http://doi.org/10.1145/365153.365168

WREDEN, Davey (2011). The Stanley Parable [Video Game]. Galactic Cafe.

WRIGHT, Peter, and John McCarthy (2008). “Empathy and Experience in HCI.” CHI '08: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM. 637–646. http://doi.org/10.1145/1357054.1357156

WRIGHT, Samantha (2015, November 29). “Why Telltale needs to start reworking its formula for games.” 10 March 2016. http://www.gameskinny.com/tt1x8/why-telltale-needs-to-start-reworking-its-formula-for-games

ZAMMITO, Veronica, Pejman Mirza-Babaei, Ian Livingston, Marina Kobayashi, Lennard E. Nacke (2014). “Player Experience: Mixed Methods and Reporting Results.” CHI '14 Extended Abstracts on Human Factors in Computing Systems, ACM. 147–150. http://doi.org/10.1145/2559206.2559239

##submission.downloads##

Publicado

2018-08-10

Como Citar

Koenitz, Hartmut, Christian Roth, Teun Dubbelman, e Noam Knoller. 2018. «Design De Narrativa Interativa Para além Do Estatuto De Arte Secreta: Um Método Para Verificar Convenções De Design De Narrativa Interativa». Matlit: Materialidades Da Literatura 6 (1):107-19. https://doi.org/10.14195/2182-8830_6-1_7.

Edição

Secção

Secção Temática | Thematic Section