Last Thursday, Adrian Hon came in to talk about Six to Start, games design and story-telling.
We’re about storytelling and play.
Storytelling is a huge part of the world’s culture, and great stories have always had the ability to move and excite us, whatever the medium.
Play means a lot to us, too. We draw inspiration from video games, boardgames, casual games and playful applications and services.
Play helps us learn, grow and deal with new experiences – and when play and storytelling are combined, they give us the opportunity to deeply engage with our audience and get them to do things – as a large single group, or individually. Great storytelling and great gameplay are at the heart of what we do.
Adrian began by looking at the role of story-telling in human society, the reception of the first European novels, the ways in which our strong identification with literary heroes and heroines has been elicited and the great role now played in our lives by online text. You can get a good sense of what Adrian said from his posting earlier this year, How we Tell Stories.
This brought us to We Tell Stories ('six stories, written by six authors, told in six different ways — ways that could only happen on the web … released over six weeks'), pausing briefly to look at amillionpenguins.com. In particular, Adrian talked us through Charles Cumming's The 21 Steps and Mohsin Hamid's The (Former) General. The latter grew out of an idea for a CYOA with a difference, but emerged as something very different — a "still life": 'while it does have branching, it doesn't allow the reader to affect the outcome of [the] story — only their own experience of it'. You get an excellent sense of the excitement surrounding this project from Six to Start and Penguin Books launch We Tell Stories and, of course, We Tell Stories received great acclaim, winning both the Experimental and Best of Show award categories at this year’s SXSW Web Awards. More about We Tell Stories on the Six To Start site (and there's a screencast). I'm looking forward to using We Tell Stories with my Year 9 class this year.
A number of our students have been playing Smokescreen, Six to Start's new game, developed for C4.
there is no better way to inform and educate people about online security and privacy than through a web-based game. — Smokescreen: Why Interaction Matters
Adrian describes Smokescreen as ARGish. Unlike Perplex City (designed and produced by Adrian at Mind Candy), a massive treasure hunt lasting 18 months and playable just the once, Smokescreen is replayable and each mission can be played in 10–20 minutes. The game is also marked by a strong story — and you might argue whether it is more an interactive game or an interactive story.
At the time of the talk, just 6 of 13 missions were out. My murky slides (sans flash, in a darkened room) give a sense of the realism of the game — Gaggle, fakebook, tweetr — and two, short, Six To Start videos follow:
I think we might use at least some of Smokescreen in this year's ICT course (also Year 9).
Questions followed — about platforms, episodic games, recommendations, the time he gives to games (books claim pride of place), his role at Six To Start … We're very grateful to Adrian for taking the time to come and talk at St Paul's. These words give some indication of how he set the bar higher for us:
I feel there are two, equally mistaken, views of games. One is that stories in games are basically mediocre, and will remain mediocre, due to business reasons. There is no doubt that many publishers are demanding juvenile and dumbed-down games, and that this makes it difficult to write a good story, but it shouldn’t make it impossible. The other view is that the stories in games are already more than a match for books and TV. I would disagree with this as well. … I think a good story in a game relies on having writers who have independence, and the trust and respect of game designers. … Writers are important. When a game’s graphics grow old, and the game mechanics become dated, all that’s left to remember is the story. As designers and writers of games, we all need to set a higher bar for ourselves. …
When I compared videogames to the development of books and novels, I was being serious. Historians will look back hundreds of years from now, and they will say that the explosion of narrative and game forms that we have now was a momentous time that transformed the way that people think and see the world.
It’s hard to imagine a world without books; without Lord of the Rings, or Catch 22, or Pride and Prejudice, or Great Expectations. Equally, it’s already hard to imagine a world without games. Just imagine where we’ll be in a few decades time. We have the opportunity to make those new types of games and stories that will changes people’s lives in the future, and there are so many possibilities. We just have to open our eyes to them. — How We Tell Stories