Full Schedule (with timezone adjustment): https://narrascope.org/pages/schedule.html
On Twitch: https://www.twitch.tv/narrascope
Saturday (May 30, 2020)
- 11:30 am – 12:30 pm (US Central)
Breaking the Cage: Meaningful and Feminist Narrative Design of the Uncaged Anthology (link)
Collette Quach , Jasmine Eisinger , Jessica Marcrum (60m)
A post-mortem of the Uncaged Anthology , a four-volume anthology that revisions female mythological tropes. Originally intended to be a one-volume project, Uncaged has become a community of creators that continue to create content to highlight the diversity of the community. Creators from the anthology will discuss their narrative and design process on their adventures.
- 12:45 pm – 1:45 pm (US Central)
The Future of Chess Club, or 80 Days of Serious Play (link)
Stuart Moulthrop , Scott M. Bruner , Kelly Brajevich , Erik Kersting , Janelle Malagon (30m)
What do we say to skeptics? How can we justify our devotion to contingency, complexity, and play? This problem is even harder for those who remember the turn of the century and utopian fantasies about new media and cyberspace. This talk will offer a few answers to the hard question of why , based on “cultural logic,” subcultural identity, and poetics; but mainly the talk is meant to start a discussion from which more and better answers may emerge.
Writing and Designing Text-Based Horror Games about Mental Illness (link)
Kaitlin Tremblay (30m)
While horror games often focus heavily on visual representations of fear and terror, text-based horror provides its own unique challenges. We’ll talk about creating atmosphere, building tension, and creating a pervasive feeling of terror, while still providing meaningful player agency.
- 2:00 pm – 3:00 pm (US Central)
Moral Ambiguity in SOMA (link)
Roger Matthews (10m)
Humanity as we know it is gone. Now what? SOMA gives you life-or-death choices that make you question your own morality, without any clear reward or punishment for your behavior.
Job Applications and You: Building Your Resume and Samples (link)
Rachel Noel Williams (10m)
New to the gaming industry? Getting into narrative for the first time? Are you an industry veteran, but not sure how to write your cover letter, resume, or provide relevant samples? Find out.
- 3:15 pm – 4:15 pm (US Central)
Okay To Fail, But Not To Lose: Lessons From Lamplight City (link)
Francisco Gonzalez (30m)
Making detective games is hard. Making detective games with multiple paths and solutions is even harder. This post-mortem will focus on the challenges of balancing the player’s instinct to win against their choices, which affect what storylines are accessible.
Agatha Christie to Ryukishi07: Linear Whodunits as Games (link)
Dawn Davis (30m)
Umineko no Naku Koro Ni (Umineko When They Cry) is a visual novel whodunit with minimal player interaction, but remains a favorite among connoisseurs. What is it about this linear visual novel that so ensnares fans without ever providing explicit answers?
- 4:30 pm – 5:30 pm (US Central)
IF Educator’s Roundtable (link)
Judith Pintar , Brendan Desilets , Stuart Moulthrop , Matt Farber , Chris Klimas (60m)
The IFTF Education Committee invite educators and students of IF to join us for a roundtable conversation about how to develop a scaffold of support for educators at various educational levels. What do IF educators need?
Sunday (May 31, 2020)
- 11:30 am – 12:30 pm (US Central)
The Adventure with a Thousand Faces (link)
Scott M. Bruner , Kris Purzycki , David Stanley , Sarah Stanley (60m)
The legacy of the first work of interactive fiction, Will Crowther’s 1976 Colossal Cave Adventure , can be found in nearly every work of contemporary digital narrative. We will examine classic and contemporary digital texts which have translated, interpreted, and even updated the ideas, aesthetic, and experiences of Crowther’s original work.
- 12:45 pm – 1:45 pm (US Central)
Say What?: Bringing Narrative to Life with Voice Over (link)
Ivy Dupler (30m)
What creators need to know about all things voice over, from crafting readable dialogue to directing the best possible performances. Whether you’re curious about adding VO to your projects or consider yourself a voice over veteran, we’ll go over what a narrative designer should keep in mind.
Characters and Automata (link)
Mark Bernstein (30m)
Characters in games are constructed jointly by the writer and the player. We will explore approaches to joint creation of meaningful characterization ransacked from literary machines from the William Wallace Cook’s novel-writing automaton to Punchdrunk’s interactive drama, from recent figurative painting and sculpture, from hypertext theory to narrativist tabletop games.
- 2:00 pm – 3:00 pm (US Central)
An Hour With the IFTF Board of Directors (link)
Jason McIntosh , Andrew Plotkin , Judith Pintar , Chris Klimas , Liza Daly (60m)
The Interactive Fiction Technology Foundation is the charitable nonprofit that acts as the parent organization for NarraScope, IFComp, the Twine project, and lots of other IF goodness. We’ll talk about our year and then open the floor to discussion.
- 3:15 pm – 4:15 pm (US Central)
Beyond Time: Adapting Film’s Techniques for Nonlinear Stories (link)
Nathan Savant (60m)
Interactive and Linear narrative are fundamentally different, yet film is well-explored and full of lessons to learn. By scrutinizing Pixar’s throughlines concept, we can find a way to tell stories in games that works with, rather than against, game design.
- 4:30 pm – 5:30 pm (US Central)
The Geometries of Non-Linear Games (link)
Dave Pickett (60m)
Games are increasingly non-linear. But what shapes are they, exactly? The popular discourse around games fails to distinguish between the wide variety of structures encompassed by the blanket term “non-linear.” We’ll discuss why Mega Man is a downward triangle but Mario 64 is an upward triangle; why Breath of the Wild is a jellyfish accordion; the difference between cul-de-sacs, branching, and progress shuffling.