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Stories we tell ourselves

Stories we tell ourselves

A talk on stories, interactive media and how they shape our perception of the world.

Ricardo J. Méndez

May 30, 2018

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  1. May 30, 2018 / ricardo@samsungnext.com @ArgesRic
 https://mastodon.social/@ricardojmendez/ Stories we tell

    ourselves Ricardo J. Méndez
  2. @argesric @samsungnext About me Technical Director for Europe at Samsung

    NEXT in Berlin. We partner with innovators and invest in forward-looking deep-tech companies. Software engineer, worked on everything from systems dealing with sensitive banking data to the interactive space to game development. Here to talk about stories and systems and games.
  3. @argesric @samsungnext What we’ll talk about Stories change the way

    we perceive the world, New technologies allow us to tell new types of stories, We're not doing nearly enough of that.
  4. Stories we tell ourselves

  5. @argesric @samsungnext How about this? Our brain just loves jumping

    to conclusions.
  6. Two score and two years ago…

  7. @argesric @samsungnext Sugarcane Island Written in 1969 by Edward Packard.

    Published in 1976.
  8. @argesric @samsungnext Innovations First, it was non-linear. You were partly

    a reader, and partly a player.
  9. @argesric @samsungnext Hopscotch Julio Cortázar, 1963. Still a novel -

    he’d chosen the order.
  10. @argesric @samsungnext Innovations Second, it was written in the second

    person. It was about you.
  11. @argesric @samsungnext Your adventure Re-purposed existing technology for interactivity. Minimal,

    but you got involved.
  12. @argesric @samsungnext Colossal Cave Adventure Written in 1976 by Will

    Crowther and Don Woods. First piece of fully interactive fiction.
  13. @argesric @samsungnext Colossal Cave Adventure Colossal Cave surprised you. It

    reacted to you. You had to interact with it on its own terms.
  14. @argesric @samsungnext Serious business Remember, 1976. Computers were expensive. And

  15. @argesric @samsungnext The viewer-player pendulum Adventure games. First-person shooters. Role-playing

    games. Open world games. Visual novels.
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  19. Déjà vú

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  22. @argesric @samsungnext Assassin’s Creed 2 Open-world game. Your traveling has

    a purpose. You need to figure out your environment.
  23. @argesric @samsungnext Assassin’s Creed 2 See the city from a

    vantage point. Visit places multiple times.
  24. @argesric @samsungnext Assassin’s Creed 2 The more engaged you are,

    the more a story will stick in your mind.
  25. Memories 10px lorem ipsum dolor sit amet, consectetur Text 24px

    10px lorem ipsum dolor sit amet, consectetur Text 24px 10px lorem ipsum dolor sit amet, consectetur Text 24px @argesric @samsungnext
  26. @argesric @samsungnext Back to technology… This is only possible because

    computers are powerful enough that they can represent it.
  27. Anthills and Kings

  28. Emergence It hacks into our need to make sense of

    the world, that same part of our brain that likes to make sense of isolated images and disconnected events. Even more important is that these stories couldn’t exist anywhere but in a computer. @argesric @samsungnext
  29. Emergent system Local actions, by multiple agents, without any centralized

    coordination, having a global effect. Designers configure the rules. You are left with a sandbox. The world emerges from the friction between both. @argesric @samsungnext
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  35. @argesric @samsungnext Back to technology… No cutscenes. No narration. Just

    an accumulation of choices. It all happened in my head.
  36. Unexpected interactions

  37. @argesric @samsungnext Time flies DVD shipping. No late fees. From

    a mail service to a major producer.
  38. @argesric @samsungnext Massive investments $8 billion in 2018. 8. Billion.

    Dollars. More than the entire MCU. In one year.
  39. @argesric @samsungnext Stranger Things This is how we’re going to

    influence the stories we’re told. Netflix is going to act more and more like an emergent system.
  40. @argesric @samsungnext Justice for Barb A major subplot because of

    viewer engagement. Shortening cycles and direct fan connection will have a direct effect on narratives.
  41. @argesric @samsungnext We’ve always used data If a movie makes

    money, it’ll get a sequel. If a character is popular, we’ll see more of him.
  42. @argesric @samsungnext Data begets data The better they become, the

    more users they get. The more users they get, the more they can tailor stories.
  43. @argesric @samsungnext An emergent system Every iteration of this game

    will be seeded with the movies you told the system you wanted to watch.
  44. Opportunities

  45. @argesric @samsungnext Rolando Came out in 2008. Designed by HandCircus.

    Intuitively understood the hardware.
  46. @argesric @samsungnext Same old story We haven’t seen truly mobile

    narratives. Same storytelling, pared down for a smaller form factor.
  47. @argesric @samsungnext Reigns Feels native. Tinder-like multi-generational dynasty game.

  48. @argesric @samsungnext Meanwhile… These things in our pockets have become

    supercomputers. It hasn’t been about the accelerometer for a while now.
  49. @argesric @samsungnext

  50. @argesric @samsungnext We can do better Tell different stories. Tell

    collaborative stories. Tell stories which cross- pollinate from those around us.
  51. @argesric @samsungnext We live in an era of plenty We

    have access nobody else had before. We can create stories unlike those anyone else created. Use it. Create some brave new worlds.
  52. @argesric @samsungnext Thank you. Contact: ricardo@samsungnext.com