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	<title>Comments on: Towards a Theory of Game Narrative</title>
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	<link>http://www.sicher.org/2006/11/30/towards-a-theory-of-game-narrative/</link>
	<description>Random thoughts from a Game Designer</description>
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		<title>By: The Buckazoid</title>
		<link>http://www.sicher.org/2006/11/30/towards-a-theory-of-game-narrative/comment-page-1/#comment-20</link>
		<dc:creator>The Buckazoid</dc:creator>
		<pubDate>Thu, 30 Nov 2006 15:38:42 +0000</pubDate>
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		<description>	&lt;p&gt;&#8220;Also, our lives turn into stories in our heads as we live along&#8230;&#8221;&lt;br /&gt;
I think it is important to realise that we don&#8217;t turn our lives into stories &lt;span class=&quot;caps&quot;&gt;WHILE&lt;/span&gt; we live them but &lt;span class=&quot;caps&quot;&gt;AFTER&lt;/span&gt; we live them. We do not translate whatever happens to us into a narrative until at a moment of retrospection, typically after the events have run their course. This is another hurdle for the game designer who wants to tell a story in-game instead of between missions as is typically the case. A player may not experience the story at all, despite it being there, until after he finishes playing or during a lullin the game (a long loading, a boattrip with no interaction etc), then and there can the player reshape the events into a story.&lt;/p&gt;

	&lt;p&gt;Those in-game pauses are anathema to modern games with constant action and eyecandy so telling the story during the game gets harder still.&lt;/p&gt;

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		<content:encoded><![CDATA[<p>&#8220;Also, our lives turn into stories in our heads as we live along&#8230;&#8221;</p>
<p>I think it is important to realise that we don&#8217;t turn our lives into stories <span class="caps"><span class="caps">WHILE</span></span> we live them but <span class="caps"><span class="caps">AFTER</span></span> we live them. We do not translate whatever happens to us into a narrative until at a moment of retrospection, typically after the events have run their course. This is another hurdle for the game designer who wants to tell a story in-game instead of between missions as is typically the case. A player may not experience the story at all, despite it being there, until after he finishes playing or during a lullin the game (a long loading, a boattrip with no interaction etc), then and there can the player reshape the events into a story.</p>
<p>Those in-game pauses are anathema to modern games with constant action and eyecandy so telling the story during the game gets harder still.</p>
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