#30 Theme

 This post will be about the concept of theme. In order to properly think about this, a short re-construction of some familiar conceptualizations will happen first. Meaning, Story When a designer creates something, a work, then he builds an arrangement of signs. Whether the work is physical (a book, a piece of furniture), digital (aContinueContinue reading “#30 Theme”

#29 The Drive of Narration

This post is concerned with the potential of narrations to be captivating, such that you can’t wait to see what’s next. Narration Drive What do I mean by narration drive? Well, the drive (or drives) of a narration is that which makes the audience want to follow that particular telling of a narrative. This mightContinueContinue reading “#29 The Drive of Narration”

#28 Storytelling and its Reflective Potentials

Blog post #28 has arrived. It is in general about storytelling and specifically about how storytelling manifests in quests in the video game medium. I’ll try applying a very central idea in my very own practical design. Storytelling The introduction to a definition for “storytelling” by the National Storytelling Network (NSN) emphasizes that storytelling isContinueContinue reading “#28 Storytelling and its Reflective Potentials”

#27 Suspense

While we dived into enduring things last time, today I’m going to write about how to use those things which aren’t there yet. It is about the feeling called suspense. Afterwards, I’ll apply my learnings in an unexpected manner. Suspense That, of course, was a lie. But it showcases what I mean: The feelings thatContinueContinue reading “#27 Suspense”

#26 Durability and Impact

Half a Century of Poetry Of late, I’ve been repeatedly thinking about why I actually write all these posts. Why did the bard Dandelion write all his ballads? Why do people write down all their thoughts into countless diaries, sheets of paper, books? One answer to these questions lies in the concept of durability, IContinueContinue reading “#26 Durability and Impact”