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	<title>Comments on: The challenge of non-linearity</title>
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	<link>http://tale-of-tales.com/blog/2008/11/27/the-challenge-of-non-linearity/</link>
	<description>Auriea Harvey &#38; Michaël Samyn telling tales of Tale of Tales</description>
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		<title>By: Robin</title>
		<link>http://tale-of-tales.com/blog/2008/11/27/the-challenge-of-non-linearity/comment-page-1/#comment-37768</link>
		<dc:creator>Robin</dc:creator>
		<pubDate>Fri, 19 Jun 2009 13:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=721#comment-37768</guid>
		<description>I like those words, I like them a lot. I&#039;m not sure we share the same meaning those words can have for the videogame industry but I also like the idea of making people travel and &quot;allow people to experience an unusual emotion, to be something else, to be in another place&quot;. Non linear storytelling in games is one of the big things designers are struggling with, but sometimes I ask myself if we can tell a linear story in a non linear way, and I think we can. For that though, gameplay is fundamental, agency is key and for example I don&#039;t like storytelling experiments like The Graveyard because I want to touch the gravestones, I want to decide how to traverse the graveyard, I want to have the character reacting to my choices and allow me to know her better during the travel. I love Passage for example, the global story is the same for all players, but the narratives each player can have can be very different and your choices have an influence on the path you can take. I don&#039;t think we need to find complex algorithms to create complicated systems that allow non linear stories...we just have to create the illusion that the player is the one taking decisions, while we designers carefully, like puppet masters, unfold the experience we want in front of his/her eyes.</description>
		<content:encoded><![CDATA[<p>I like those words, I like them a lot. I&#8217;m not sure we share the same meaning those words can have for the videogame industry but I also like the idea of making people travel and &#8220;allow people to experience an unusual emotion, to be something else, to be in another place&#8221;. Non linear storytelling in games is one of the big things designers are struggling with, but sometimes I ask myself if we can tell a linear story in a non linear way, and I think we can. For that though, gameplay is fundamental, agency is key and for example I don&#8217;t like storytelling experiments like The Graveyard because I want to touch the gravestones, I want to decide how to traverse the graveyard, I want to have the character reacting to my choices and allow me to know her better during the travel. I love Passage for example, the global story is the same for all players, but the narratives each player can have can be very different and your choices have an influence on the path you can take. I don&#8217;t think we need to find complex algorithms to create complicated systems that allow non linear stories&#8230;we just have to create the illusion that the player is the one taking decisions, while we designers carefully, like puppet masters, unfold the experience we want in front of his/her eyes.</p>
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		<title>By: axcho</title>
		<link>http://tale-of-tales.com/blog/2008/11/27/the-challenge-of-non-linearity/comment-page-1/#comment-30090</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Sun, 30 Nov 2008 03:32:02 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=721#comment-30090</guid>
		<description>Yes, keep saying it. :) I&#039;m all for games as travel and &lt;i&gt;being&lt;/i&gt; in a place. Or being in a place &lt;i&gt;with&lt;/i&gt; someone, whether that is another player or a virtual character. The stuff &quot;to do&quot; is just there to make it seem more realistic. ;)

&lt;i&gt;&quot;On the one hand, video games do allow us to enter these virtual worlds, while, on the other, they don’t abandon us in them: they give us “something to do”. In this respect, the game structure takes the place of the plot structure we are so familiar with in cinema and literature: it creates linearity in an otherwise non-linear medium. The game as safety net.&quot;&lt;/i&gt;
Yep. I&#039;m starting to see this as a byproduct of the sort of unbalanced restlessness that seems to pervade much of civilization (myself included). The kind of person who is happy to sit still and just be (in the real world), without doing anything or getting caught up in a story or their own daydream, would probably be a lot better equipped to enjoy a &quot;non-linear work&quot; like you describe, better than the average person, or gamer. Most people would need these extra structures and &quot;things to do&quot; or they will get anxious and bored (in other words, the structures outside the game will pull them away from it, unless the game&#039;s structures pull even harder).

I should say, it&#039;s very difficult for me to put all this in words right now, so I apologize if it seems confusing or offensive.

steve, I read your post as well. I found this passage particularly inspiring: &lt;i&gt;&quot;the player gains perspective by himself inhabiting a world apart from his own daily experience and coming away with a sense of meaningful displacement&quot;&lt;/i&gt;
Somehow I&#039;d never thought about it that way. But now that you mention it, I really like that idea.

Now let&#039;s see how I can apply this to 2D Flash games. :D</description>
		<content:encoded><![CDATA[<p>Yes, keep saying it. :) I&#8217;m all for games as travel and <i>being</i> in a place. Or being in a place <i>with</i> someone, whether that is another player or a virtual character. The stuff &#8220;to do&#8221; is just there to make it seem more realistic. ;)</p>
<p><i>&#8220;On the one hand, video games do allow us to enter these virtual worlds, while, on the other, they don’t abandon us in them: they give us “something to do”. In this respect, the game structure takes the place of the plot structure we are so familiar with in cinema and literature: it creates linearity in an otherwise non-linear medium. The game as safety net.&#8221;</i><br />
Yep. I&#8217;m starting to see this as a byproduct of the sort of unbalanced restlessness that seems to pervade much of civilization (myself included). The kind of person who is happy to sit still and just be (in the real world), without doing anything or getting caught up in a story or their own daydream, would probably be a lot better equipped to enjoy a &#8220;non-linear work&#8221; like you describe, better than the average person, or gamer. Most people would need these extra structures and &#8220;things to do&#8221; or they will get anxious and bored (in other words, the structures outside the game will pull them away from it, unless the game&#8217;s structures pull even harder).</p>
<p>I should say, it&#8217;s very difficult for me to put all this in words right now, so I apologize if it seems confusing or offensive.</p>
<p>steve, I read your post as well. I found this passage particularly inspiring: <i>&#8220;the player gains perspective by himself inhabiting a world apart from his own daily experience and coming away with a sense of meaningful displacement&#8221;</i><br />
Somehow I&#8217;d never thought about it that way. But now that you mention it, I really like that idea.</p>
<p>Now let&#8217;s see how I can apply this to 2D Flash games. :D</p>
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		<title>By: Michaël Samyn</title>
		<link>http://tale-of-tales.com/blog/2008/11/27/the-challenge-of-non-linearity/comment-page-1/#comment-30046</link>
		<dc:creator>Michaël Samyn</dc:creator>
		<pubDate>Sat, 29 Nov 2008 00:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=721#comment-30046</guid>
		<description>Hi Steve,

Thanks for dropping by! :)

I don&#039;t quite get how the both of us, coming from such different background and working in such different companies, and even having different priorities as designers, can see this thing so clearly while for others -judging from the comments on your blog and here- it&#039;s such a confused thing or even a wrong idea. I wonder why people are so defensive of the purity of gameplay and why &lt;I&gt;travel&lt;/I&gt; doesn&#039;t seem as attractive to them. It struck me that we both used that word -travel- without knowing of each other. :)

I&#039;m glad you made your post. Apparently we just have to keep saying the same thing over and over again. ;)</description>
		<content:encoded><![CDATA[<p>Hi Steve,</p>
<p>Thanks for dropping by! :)</p>
<p>I don&#8217;t quite get how the both of us, coming from such different background and working in such different companies, and even having different priorities as designers, can see this thing so clearly while for others -judging from the comments on your blog and here- it&#8217;s such a confused thing or even a wrong idea. I wonder why people are so defensive of the purity of gameplay and why <i>travel</i> doesn&#8217;t seem as attractive to them. It struck me that we both used that word -travel- without knowing of each other. :)</p>
<p>I&#8217;m glad you made your post. Apparently we just have to keep saying the same thing over and over again. ;)</p>
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		<title>By: steve</title>
		<link>http://tale-of-tales.com/blog/2008/11/27/the-challenge-of-non-linearity/comment-page-1/#comment-30043</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Fri, 28 Nov 2008 21:51:07 +0000</pubDate>
		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=721#comment-30043</guid>
		<description>Michael,

I can see how reading my post on immersion and meaning would cause you to revisit this post. In a way I&#039;m glad I didn&#039;t read it before I wrote my essay, or I might have decided someone had already said everything I&#039;d intended to say! Thanks for posting this series.</description>
		<content:encoded><![CDATA[<p>Michael,</p>
<p>I can see how reading my post on immersion and meaning would cause you to revisit this post. In a way I&#8217;m glad I didn&#8217;t read it before I wrote my essay, or I might have decided someone had already said everything I&#8217;d intended to say! Thanks for posting this series.</p>
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