Maybe the best place to start explaining how narrative and game design weave together in The Building Is… is to talk about interfaces. If you’re reading this, you’re a human, mostly (hello bots!), and so the idea of getting to know a sentient building presents some challenges.
Wrapping up our look at the Green Lantern campaign, Sophie takes a look at the role science played in the project. The narrative techniques that have developed around ARGs are a nice fit with a project interested in scientific method. Investigating phenomena, acquiring new knowledge, correcting and integrating previous hypotheses, documenting and sharing them are [...]
Transmedia is a difficult term these days – I’m still not quite sure I know what it means, despite making a load of projects that seem to fall under that umbrella. What is emerging under the label is a set of tools that are really useful in engaging fans. ARG’s for example, developed as an entirely internet-native form of narrative. Super-hard puzzles that only four people in the world can solve don’t seem that fun to me, but the idea of stories that talk back to you and show how you changed them really does work.