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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="Manbearcat" data-source="post: 9342211" data-attributes="member: 6696971"><p>Let me see if I can clarify your post the futilist, because it seems like there might be some confusion on what you're saying. It seems like you're using "emergent narrative" a tad idiosyncratically here. Let me know if I've got you right?</p><p></p><p>1) "What narrative has emerged from a game" is always branded such (a <em>thing that has emerged</em> and <em>a thing that is a narrative</em>) only upon reflection after play, ergo the relationship to play = <em>Story After.</em></p><p></p><p>2) Narrativist games <em>attend to staying in the moment, preoccupied with resolving the blow-by-blow continuously until the game is over</em>. Consequently, the participants of such games aren't preoccupied by the idiosyncratic form of Story After in 1) above.</p><p></p><p>[HR][/HR]</p><p></p><p>I <em>think</em> that is what you're getting at? If so, I (obviously as I've attested to it a million times!) agree. However, it does rely upon a rather idiosyncratic usage of "emergent narrative" here and an inference of relationships to all of (a) time (when story actually aggregates), (b) labors (all three of the design phase of games, the play phase of games, and the post-play reflections), and (c) the cognitive & emotional space of the participants during the actual play of a game.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9342211, member: 6696971"] Let me see if I can clarify your post the futilist, because it seems like there might be some confusion on what you're saying. It seems like you're using "emergent narrative" a tad idiosyncratically here. Let me know if I've got you right? 1) "What narrative has emerged from a game" is always branded such (a [I]thing that has emerged[/I] and [I]a thing that is a narrative[/I]) only upon reflection after play, ergo the relationship to play = [I]Story After.[/I] 2) Narrativist games [I]attend to staying in the moment, preoccupied with resolving the blow-by-blow continuously until the game is over[/I]. Consequently, the participants of such games aren't preoccupied by the idiosyncratic form of Story After in 1) above. [HR][/HR] I [I]think[/I] that is what you're getting at? If so, I (obviously as I've attested to it a million times!) agree. However, it does rely upon a rather idiosyncratic usage of "emergent narrative" here and an inference of relationships to all of (a) time (when story actually aggregates), (b) labors (all three of the design phase of games, the play phase of games, and the post-play reflections), and (c) the cognitive & emotional space of the participants during the actual play of a game. [/QUOTE]
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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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