Suspension of disbelief in game-based experiences
Ever been in an experience and believed everything? That’s suspension of disbelief, buying into something so completely that all else is ignored.
Ever been in an experience and believed everything? That’s suspension of disbelief, buying into something so completely that all else is ignored.
The piece explores the various structures that can be used within gamification experiences and games, and how to use them and recognise them.
Knowing when to direct players and when to leave them alone is always tricky. In this piece we explore how using both is possibly the best overall method.
In this piece we will look at the merits of using genre to improve your narratives in game-based experiences, as well examples that show this.
Games should have a level of difficulty to allow for meaninful choices. In this piece we look at difficulty in games through the lens of the game Sekiro.
In this piece, I explore some of the concepts used when creating narratives in ARG’s to keep players motivated when they immerse themselves in the experience
Environmental storytelling is extremely subtle and requires that the player be constantly aware and work for their own understanding.
The question of narrative & how to use it has been long-standing in the gaming and gamification community. How we create, remember & weave narratives.
Metaphors are amazingly efficient storytelling tools to bring across abstract concepts in an original and unique way. Learn how to use them effectively.
Using Campbell’s “Hero’s Journey”, Jung’s Archetypes and Bartle’s Player Types, we explore how to better expand the framework for a gamified environment.
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