# NARRATIVE DESIGN
> [!Info] Possible Worlds Engineering
> "*There are infinitely many possible worlds, mutually disconnected spatiotemporal systems each as real and concrete as our own actual world. For Lewis, strictly and literally there are talking donkeys, because there could have been talking donkeys (as we may all agree), so some possible world contains talking donkeys, which are just as real, alive, and made of flesh and blood as any donkey you have ever seen. Of course, those other worlds are not open to our observation; there are no trans-world telescopes*", -- says Williamson about Lewis's metaphysics. As a counter-argument, Chalmers develops a conceptual tool: the cosmoscope. This device makes it theoretically possible to peek into other worlds. The [[IntentionallyBlank/MODELING/Cosmoscope|cosmoscope]] that I made can peek into other's minds to detect [[IntentionallyBlank/GAME DESIGN/Thoughtcrimes|thoughtcrimes]]. Also, my [[IntentionallyBlank/MODELING/Hypercamouflage Submarine|submarine]] has cosmoscopes for periscopes and travels between game worlds. These are my **narrative tools**.
## Odyssey
**Genre**: Cinematic Adventure Platformer
**Team**: *Nowe Soft LLC*, Bar, Montenegro
**Vision document**: [Google Drive](https://docs.google.com/document/d/1c624hMwBzu8cLtTqDdautxU3GJYbz78pUUgBWFEeqcc/edit?usp=drive_link)
**Responsibilities**: Created scripts, storylines, bios and dialogues. Applied research background to ensure a cohesive tone and integration of narrative element into gameplay systems (UI, puzzle design, environmental storytelling). Facilitated narrative decision-making within a professional team of developers and artists.
![[ATTACHMENTS/Odyssey.gif]]
*Credit*: Igor Afanasiev
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#### The Heart of PLasTiciNe jUnGLes
**See further**: **[[IntentionallyBlank/NARRATIVE/Concepts/The Heart of PLasTiciNe jUnGLes|The Heart of PLasTiciNe jUnGLes]]** (2023).
A narrative game concept for a souls-like metroidvania that uses metaphysical concepts to make conditional game mechanics (death, teleportation, craft, etc.) a meaningful part of gameplay and lore. Developed comprehensive narrative documentation, including the narrative bible, character bios, dialogue, script (see [design docs deck](https://docs.google.com/document/d/1Q1wtPz0ZfYxyRKKBfAZAsK7cIvGw2jLg/edit?rtpof=true&sd=true)).
![[ATTACHMENTS/PlasticineJungles_Flowchart.jpeg]]
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## Conceptual Characters
- [[IntentionallyBlank/MODELING/Hypercamouflage Submarine|Hypercamouflage Submarine]]
- [[IntentionallyBlank/NARRATIVE/Characters/Dancing Stars|Dancing Stars]]
- [[IntentionallyBlank/NARRATIVE/Characters/Inanimate Angels|Inanimate Angels]]
- [[IntentionallyBlank/NARRATIVE/Characters/Knights of Sunny Smiles|Knights of Sunny Smiles]]
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## Impossible worlds
- **[[IntentionallyBlank/NARRATIVE/Concepts/Dancing Stars vs Inanimate Angels|Dancing Stars vs Inanimate Angels]]** (2024). A character-driven story about conceptual characters.
- **[Digital Imp](https://docs.google.com/document/d/1ij0ztmZameq4P7gEy9-Scglj9T3DZOfF/edit?usp=sharing&ouid=114754536942457757909&rtpof=true&sd=true)** (2023). A game concept for a brainvania tabletop simulator exploring themes of Eastern European mythology and digital magic. Make a chthonic dweller of your computer your friend. A full set of GDDs including balance, QA and marketing.
![[ATTACHMENTS/DancingStars_Gif.gif]]
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## Narratives: essays & discourse
*Archetypes & story composition*:
- [[IntentionallyBlank/RESEARCH/Deconstructions/2024. The Narrative Structure of Death Simulation|The narrative structure of death simulation ("Pathologic 2")]] (Conestoga, 2024)
- [[IntentionallyBlank/RESEARCH/Deconstructions/2024. A Nomad is Always Home|Elden Ring's nomad, always home]] (Conestoga, 2024)
*Ideological narratives*:
- [[IntentionallyBlank/RESEARCH/Deconstructions/2024. Game Advertisement for Corporate Demons|Cruelty Squad turns its CEO into a corporate demon for marketing purposes]] (Conestoga, 2024)
- [Кому продать душу? Демонология корпоративной культуры](https://telegra.ph/Komu-prodat-dushu-Demonologiya-korporativnoj-kultury-12-12) / A Demonology of Corporate Culture (eto_basis, 2023)
*Philosophy through games*:
- [[IntentionallyBlank/RESEARCH/Deconstructions/2024. The Speed of Thought. An Ontological Analysis of 'A Slower Speed of Light'|The Speed of Thought. A GFI Analysis of 'A Slower Speed of Light']] (Conestoga, 2024)
- [[IntentionallyBlank/RESEARCH/Essays/2024. Two Types of Doors|Two Types of Doors: Gualeni's "The Doors INN" & "The Case of the Golden Idol"]] (Conestoga, 2024)
- [[IntentionallyBlank/RESEARCH/Essays/2024. Ludic Mind-Snatchers|Garage Heathen's mindsnatching "Who's Lila?"]] (Conestoga, 2024)
- [[IntentionallyBlank/RESEARCH/Essays/2021. Diving the Uncanny Valley]] / The Ontology of Personal Identity in Frictional Games's SOMA (MSU, 2021)
![[MODELS/GameModels/Aporia-Epiphany_scheme.png]]
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![[IntentionallyBlank/APPENDIX/plasticine.(_IB_)]]