A new post about a running research on narrative design that will lead to an exercise book. The post has examples, references, and definitions; read it here.
Tag: game design
Becoming Saint
You are a young woman preacher from Assisi (Italy), about a hundred years after Saint Francis. You start with a small following; define the points of your creed, picked from the vast array of heretical beliefs of the time, and try to convert one small town at a time.
The game loops around conversion “battles”, where you have to pick a fitting set of units required, deploy them within the chosen town, and then the confrontation begins: there are fights and conversions on the spot in the style of an autobattler (an evolved rock paper scissors mechanic).
Adding counties to your domain, your power and influence grow, you can then pick in a wider spectrum of behaviour and political choices that influence your personal evolution, leading to greater power and/or personal triumphs and setbacks…
A small, replayable strategic and tactic game with a rich,
evolutive and generative narrative component.
It’s a dystopia that talks about our present (Terry Gilliam)
Summoning Rebels With Historical Video Games
In Summoning Rebels With Historical Video Games, Pietro Polsinelli delves into the intricate world of historical game design, challenging conventional narratives. Exploring the complexities of history, he questions the widely accepted portrayals of power and religion. Inspired by the heretical movements of medieval Italy, Open Lab’s forthcoming game, “Becoming Saint,” invites players to navigate between faith, politics, and social justice, creating a movement and converting the whole of Italy.
Bolt
Open Lab has developed “Bolt” a web based game realised for the Bocconi University. This game has been developed for the web using HTML / javascript and collects the data flow from the game used in classrooms in the context of Acquisiton strategy lessons. The game collects all the students’ game flows allowing teachers analyze and discuss their approach to the problem.
Home Adventures
Open Lab has developed “Home Adventures,” an engine for creating themed interactive experiences to be used as entertainment in rental apartments. The system is based on narrative defined using Homer, our narrative flow development tool.
Ricordo
Open Lab designed the interfaces for Ricordo, a medical application created by Astir, that facilitates cognitive rehabilitation for clinical patients with cognitive decline.
Fireballs
Fireballs is a web based game created by Vas for Bocconi University where Open Lab took care of Game Design and Graphic Layouts. The game is structured like a graphic novel in which the student, at certain points in the narration, must make choices that will determine, from an educational point of view, his ability to face and control risk.
Eutopia
“Eutopia
The stories of the Earth have changed in nature and scale: we do not write stories to tell about the creation or the course of the world, but to avert its end.” (Trickster-p presentation)
The board game developed by Trickster-p with game design contributions by Open Lab has turned into a collective performance, “Eutopia”, available in theatres around the world. Based on an infinitely generative mechanic of life agents, the collective experience generates always new scenarios and landscapes.
In Open Lab we are proud of having contributed to this beautiful project; see the Trickster-p site for dates and locations of the performances.
EutopiaTrickster-p©Giulia Lenzi
Homer
Homer is the free web-based solution for designing and writing interactive narrative content.
Porting / integrating your Story Flow in test and game development environments has never been so easy. It is integrated with Unity, Web games, Any game engine*
* Homer exports projects as JSON making it possible to create a parser for any game engine.
The Takeover
Open lab developed the “The Takeover” game for Bocconi University; this game has been developed for the web using HTML / javascript and collects the data flow from the game used in classrooms in the context of Acquisiton strategy lessons. The game collects all the students’ game flows allowing teachers analyze and discuss their approach to the problem.