A quick and simple rundown of the power of "player fantasy" in narrative design - OR - Narrative happens everywhere all the time on every single screen. This is a super simple narrative design trick that I've used on basically every project that I've worked on for the last decade. (I suppose that it actually dabbles a little bit in the fabled User Experience Design, for those of you who might be interested in such things.) Before I get any further, I should make it clear that I don't mean "narrative" here as character dialogue and text logs and big cinematic cut scenes. I mean narrative at its most primal: THEME and DREAM. I mean… (*Cue drumroll and/or epic eunuch choir chanting*) THE PLAYER FANTASY I use the term "player fantasy" a lot when I'm talking to clients, and I almost always have to stop and define it really quick. It's a weird sounding term, but the idea is actually incredibly simple:...
…and edits and designs and programs and sometimes lights things on fire.