Inducing Reality: The Holy Grail of Storytelling
Last night I added a new Writing on Writing section. The first entry is a series entitled Inducing Reality: The Holy Grail of Storytelling – updated from postings I wrote for a game site when I was designing 3D interactive mods for Thief 2. It is written for those wanting to learn from scratch – yet should offer a useful review to those who write stories all the time.
The first article is now (or was at least recently) part of the film school curricula at Michigan State University (TC 842, Message Design and Development), and for several years all seven articles were required reading for the screenwriting course at Centenary College of Louisiana (English 319, Screen / Play Writing).
The big how-to books are helpful, yet require a major commitment simply to advance across the beachhead of this topic. So perhaps these seven short articles will offer a more direct way to approach the art of story design for games and other forms without bogging down into too many secondary details at the start.
As with everything I write here – I’d really like to know what you’re thinking about this since, as I say elsewhere and often, art does not happen well in a vacuum.
Ken Ramsley
