{"id":4613,"date":"2017-11-07T21:37:00","date_gmt":"2017-11-07T21:37:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/309172"},"modified":"2017-11-07T21:37:00","modified_gmt":"2017-11-07T21:37:00","slug":"video-telling-game-stories-with-unsaid-words-and-unreliable-narrators","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/11\/07\/video-telling-game-stories-with-unsaid-words-and-unreliable-narrators\/","title":{"rendered":"Video: Telling game stories with unsaid words and unreliable narrators"},"content":{"rendered":"<p>In writing for\u00a0games, devs\u00a0are often tempted to put everything onto the page, with all motivations clearly and explicitly stated for the player to understand.<\/p>\n<p>At GDC 2016&#8217;s Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games.<\/p>\n<p>Citing everything from Shakespeare to\u00a0<em>Eternal Darkness\u00a0<\/em>to Mary Shelley&#8217;s Frankenstein, Haggis offered some interespecting perspective on how devs can effectively use unreliable narrators and words unspoken &#8212; without slipping into hackneyed tropes.<\/p>\n<p>It was a fascinating talk, and well worth a watch if you missed it in person last year. Luckily, you can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=LPkbAMj-xVA\">watch Haggis&#8217; talk for free via\u00a0the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In writing for\u00a0games, devs\u00a0are often tempted to put everything onto the page, with all motivations clearly and explicitly stated for the player to understand. At GDC 2016&#8217;s Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games. Citing [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":4614,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-4613","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/4613","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=4613"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/4613\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/4614"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=4613"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=4613"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=4613"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}