Play, story and recombination

A bunch of Lego bricks

Dom­i­nant mod­els in IA: space + sto­ry” was one of the notes I took while at this year’s Euro IA Sum­mit. I’ll get into space some oth­er time. Con­cern­ing sto­ry: Basi­cal­ly it strikes me that for a dis­ci­pline involved with an inter­ac­tive medi­um, so often design­ing is likened to sto­ry­telling. I’m not sure this is always the most pro­duc­tive way to approach design, I actu­al­ly think it is very lim­it­ing. If you approach design not as embed­ding your sto­ry in the envi­ron­ment, but as cre­at­ing an envi­ron­ment where­in users can cre­ate their own sto­ries, then I’d say you’re on the right track. An exam­ple I tend to use is a game of pok­er: The design of the game pok­er was cer­tain­ly not an act of sto­ry­telling, but a play ses­sion of pok­er is expe­ri­enced as (and can be retold as) a sto­ry. Fur­ther­more, the com­po­nents of the game can be recom­bined to cre­ate dif­fer­ent vari­a­tions of the basic game, each cre­at­ing dif­fer­ent poten­tials for sto­ries to arise. I’d like to see more design­ers approach inter­ac­tive media (dig­i­tal, phys­i­cal or what­ev­er) like this: Don’t tell a sto­ry to your user, enable them to cre­ate their own.1 Real­ize users will want to recom­bine your stuff with oth­er stuff you might not know about (the notion of seam­ful design comes into play here). When you’ve done a prop­er job, you’ll find them retelling those sto­ries to oth­ers, which I would say is the biggest com­pli­ment you can get.

1. Or to put this in Marc LeBlanc’s terms: Don’t embed nar­ra­tive, let it emerge through play.