[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:09.57,0:00:19.20,Default,,0000,0000,0000,,a everyone um how's it going Dialogue: 0,0:00:15.18,0:00:22.01,Default,,0000,0000,0000,,so okay basically could talk about Dialogue: 0,0:00:19.20,0:00:24.66,Default,,0000,0000,0000,,narrative and try and provide us a Dialogue: 0,0:00:22.01,0:00:27.27,Default,,0000,0000,0000,,summary or a kind of insight into Dialogue: 0,0:00:24.66,0:00:31.17,Default,,0000,0000,0000,,narrative in games obviously narrative Dialogue: 0,0:00:27.27,0:00:34.50,Default,,0000,0000,0000,,is a pretty huge topic so I'm not going Dialogue: 0,0:00:31.17,0:00:37.35,Default,,0000,0000,0000,,to be able to go over the whole history Dialogue: 0,0:00:34.50,0:00:39.93,Default,,0000,0000,0000,,of narrative and narrative theory and Dialogue: 0,0:00:37.35,0:00:43.05,Default,,0000,0000,0000,,everything so I'm going to look at a Dialogue: 0,0:00:39.93,0:00:46.56,Default,,0000,0000,0000,,specific article that I find really Dialogue: 0,0:00:43.05,0:00:50.15,Default,,0000,0000,0000,,inspiring which is called game designers Dialogue: 0,0:00:46.56,0:00:52.47,Default,,0000,0000,0000,,narrative architecture by Henry Jenkins Dialogue: 0,0:00:50.15,0:00:54.48,Default,,0000,0000,0000,,and I'm going to apply that to Dialogue: 0,0:00:52.47,0:00:56.58,Default,,0000,0000,0000,,blood-borne some we use blood-borne as Dialogue: 0,0:00:54.48,0:00:58.53,Default,,0000,0000,0000,,an example of what he's talking about Dialogue: 0,0:00:56.58,0:01:00.63,Default,,0000,0000,0000,,because blood-borne is just a really Dialogue: 0,0:00:58.53,0:01:03.68,Default,,0000,0000,0000,,great game and I think it tells its Dialogue: 0,0:01:00.63,0:01:06.96,Default,,0000,0000,0000,,story in a really interesting way Dialogue: 0,0:01:03.68,0:01:13.74,Default,,0000,0000,0000,,everyone hear me okay by the way yeah Dialogue: 0,0:01:06.96,0:01:16.49,Default,,0000,0000,0000,,cool okay so um it's a great opening Dialogue: 0,0:01:13.74,0:01:21.18,Default,,0000,0000,0000,,slide and that the image is courtesy of Dialogue: 0,0:01:16.49,0:01:21.60,Default,,0000,0000,0000,,solo who's a has it his tumblr page Dialogue: 0,0:01:21.18,0:01:25.47,Default,,0000,0000,0000,,there Dialogue: 0,0:01:21.60,0:01:31.44,Default,,0000,0000,0000,,okay sunshine that dr. tom blow calm and Dialogue: 0,0:01:25.47,0:01:32.76,Default,,0000,0000,0000,,I used that which is good so a little Dialogue: 0,0:01:31.44,0:01:34.86,Default,,0000,0000,0000,,bit about me and my research I'm Dialogue: 0,0:01:32.76,0:01:36.84,Default,,0000,0000,0000,,currently writing a PhD in titled Dialogue: 0,0:01:34.86,0:01:38.37,Default,,0000,0000,0000,,ludonarrative convergence a study of Dialogue: 0,0:01:36.84,0:01:40.02,Default,,0000,0000,0000,,narrative development in recent video Dialogue: 0,0:01:38.37,0:01:43.35,Default,,0000,0000,0000,,games across reception production and Dialogue: 0,0:01:40.02,0:01:47.04,Default,,0000,0000,0000,,player contexts so we're playing out Dialogue: 0,0:01:43.35,0:01:50.25,Default,,0000,0000,0000,,here that academics and game designers Dialogue: 0,0:01:47.04,0:01:52.88,Default,,0000,0000,0000,,share a love for the colon so that's Dialogue: 0,0:01:50.25,0:01:56.10,Default,,0000,0000,0000,,something that we all have in common Dialogue: 0,0:01:52.88,0:01:58.59,Default,,0000,0000,0000,,I'm interested in production studies and Dialogue: 0,0:01:56.10,0:02:00.54,Default,,0000,0000,0000,,building bridges between academic Dialogue: 0,0:01:58.59,0:02:03.54,Default,,0000,0000,0000,,humanities Department and the industry Dialogue: 0,0:02:00.54,0:02:05.07,Default,,0000,0000,0000,,so part of my PhD is about interviewing Dialogue: 0,0:02:03.54,0:02:07.65,Default,,0000,0000,0000,,game designers about their kind of Dialogue: 0,0:02:05.07,0:02:10.04,Default,,0000,0000,0000,,practices of kind of you know Dialogue: 0,0:02:07.65,0:02:12.27,Default,,0000,0000,0000,,implementing narrative in their games Dialogue: 0,0:02:10.04,0:02:13.89,Default,,0000,0000,0000,,I'm interested in raising the profile of Dialogue: 0,0:02:12.27,0:02:17.43,Default,,0000,0000,0000,,video games as a valuable object of Dialogue: 0,0:02:13.89,0:02:19.56,Default,,0000,0000,0000,,study within humanities which is why me Dialogue: 0,0:02:17.43,0:02:21.39,Default,,0000,0000,0000,,and Tom organized this day of talks and Dialogue: 0,0:02:19.56,0:02:22.91,Default,,0000,0000,0000,,I'm interested in exploring how Dialogue: 0,0:02:21.39,0:02:25.34,Default,,0000,0000,0000,,narrative and Dialogue: 0,0:02:22.91,0:02:27.74,Default,,0000,0000,0000,,ludecke gameplay elements of games can Dialogue: 0,0:02:25.34,0:02:33.08,Default,,0000,0000,0000,,work together to create meaningful and Dialogue: 0,0:02:27.74,0:02:36.56,Default,,0000,0000,0000,,original narrative experiences so in Dialogue: 0,0:02:33.08,0:02:40.82,Default,,0000,0000,0000,,kind of video games there's generally Dialogue: 0,0:02:36.56,0:02:44.45,Default,,0000,0000,0000,,seen a conflict between a story and Dialogue: 0,0:02:40.82,0:02:48.80,Default,,0000,0000,0000,,gameplay and so this is summed up quite Dialogue: 0,0:02:44.45,0:02:50.03,Default,,0000,0000,0000,,nicely by this quotes by Greg Costigan I Dialogue: 0,0:02:48.80,0:02:53.63,Default,,0000,0000,0000,,hope I've pronounced his name correctly Dialogue: 0,0:02:50.03,0:02:54.98,Default,,0000,0000,0000,,I probably haven't so there's a direct Dialogue: 0,0:02:53.63,0:02:56.90,Default,,0000,0000,0000,,and immediate conflict between the Dialogue: 0,0:02:54.98,0:02:59.09,Default,,0000,0000,0000,,demands of a story and the demands of a Dialogue: 0,0:02:56.90,0:03:00.53,Default,,0000,0000,0000,,game diverging from a story's path is Dialogue: 0,0:02:59.09,0:03:03.02,Default,,0000,0000,0000,,likely to make for a less satisfying Dialogue: 0,0:03:00.53,0:03:04.49,Default,,0000,0000,0000,,story restricting a player's freedom of Dialogue: 0,0:03:03.02,0:03:06.59,Default,,0000,0000,0000,,action is likely to make for a less Dialogue: 0,0:03:04.49,0:03:10.70,Default,,0000,0000,0000,,satisfying game so these things are Dialogue: 0,0:03:06.59,0:03:14.09,Default,,0000,0000,0000,,often seen as in tension and in terms in Dialogue: 0,0:03:10.70,0:03:18.20,Default,,0000,0000,0000,,the academic field of game studies which Dialogue: 0,0:03:14.09,0:03:20.42,Default,,0000,0000,0000,,isn't exactly like game design that you Dialogue: 0,0:03:18.20,0:03:23.99,Default,,0000,0000,0000,,might be familiar with game studies kind Dialogue: 0,0:03:20.42,0:03:25.85,Default,,0000,0000,0000,,of a discourse that kind of is has been Dialogue: 0,0:03:23.99,0:03:28.66,Default,,0000,0000,0000,,trying to establish itself for a long Dialogue: 0,0:03:25.85,0:03:31.49,Default,,0000,0000,0000,,time within the humanities departments Dialogue: 0,0:03:28.66,0:03:33.92,Default,,0000,0000,0000,,and they've largely or have Dialogue: 0,0:03:31.49,0:03:35.63,Default,,0000,0000,0000,,traditionally split into two camps this Dialogue: 0,0:03:33.92,0:03:38.36,Default,,0000,0000,0000,,is one of the big debates in game Dialogue: 0,0:03:35.63,0:03:41.87,Default,,0000,0000,0000,,studies is lewd ology versus narratology Dialogue: 0,0:03:38.36,0:03:43.61,Default,,0000,0000,0000,,so a typical neurologists position is Dialogue: 0,0:03:41.87,0:03:45.05,Default,,0000,0000,0000,,that computer games and not narratives Dialogue: 0,0:03:43.61,0:03:47.12,Default,,0000,0000,0000,,rather than narrative tends to be Dialogue: 0,0:03:45.05,0:03:49.10,Default,,0000,0000,0000,,isolated from or even work against the Dialogue: 0,0:03:47.12,0:03:50.96,Default,,0000,0000,0000,,computer gamers of the game that's Dialogue: 0,0:03:49.10,0:03:54.05,Default,,0000,0000,0000,,Jesper Juul who's like a leading narrow Dialogue: 0,0:03:50.96,0:03:56.17,Default,,0000,0000,0000,,lead ologist and a typical narrow Dialogue: 0,0:03:54.05,0:03:58.76,Default,,0000,0000,0000,,colleges position is about Janet Marie Dialogue: 0,0:03:56.17,0:04:00.92,Default,,0000,0000,0000,,and she talks about which comes first Dialogue: 0,0:03:58.76,0:04:02.66,Default,,0000,0000,0000,,the story or the game for me it's always Dialogue: 0,0:04:00.92,0:04:04.37,Default,,0000,0000,0000,,the story that comes first because Dialogue: 0,0:04:02.66,0:04:06.59,Default,,0000,0000,0000,,storytelling is a core human activity Dialogue: 0,0:04:04.37,0:04:08.54,Default,,0000,0000,0000,,one that we take into every medium of Dialogue: 0,0:04:06.59,0:04:11.15,Default,,0000,0000,0000,,expression from the aural formulaic to Dialogue: 0,0:04:08.54,0:04:13.31,Default,,0000,0000,0000,,the digital multimedia so lewd ologists Dialogue: 0,0:04:11.15,0:04:16.40,Default,,0000,0000,0000,,are very much about moving on and Dialogue: 0,0:04:13.31,0:04:19.10,Default,,0000,0000,0000,,looking at games specifically for their Dialogue: 0,0:04:16.40,0:04:20.75,Default,,0000,0000,0000,,unique interactions and don't want to Dialogue: 0,0:04:19.10,0:04:24.53,Default,,0000,0000,0000,,know about narrative in their most Dialogue: 0,0:04:20.75,0:04:26.03,Default,,0000,0000,0000,,extreme state and narratology Dialogue: 0,0:04:24.53,0:04:29.51,Default,,0000,0000,0000,,are a bit more interested in narrative Dialogue: 0,0:04:26.03,0:04:32.33,Default,,0000,0000,0000,,and disc reiated a bit of tension so Dialogue: 0,0:04:29.51,0:04:34.55,Default,,0000,0000,0000,,things got a little heated so in an Dialogue: 0,0:04:32.33,0:04:36.47,Default,,0000,0000,0000,,article game studies org which is one of Dialogue: 0,0:04:34.55,0:04:40.03,Default,,0000,0000,0000,,the leading journals on gay Dialogue: 0,0:04:36.47,0:04:42.86,Default,,0000,0000,0000,,studies mark o/s : and said in his Dialogue: 0,0:04:40.03,0:04:44.36,Default,,0000,0000,0000,,article the gaming situation he wants to Dialogue: 0,0:04:42.86,0:04:46.82,Default,,0000,0000,0000,,annihilate for good the discussion of Dialogue: 0,0:04:44.36,0:04:48.26,Default,,0000,0000,0000,,games as stories narratives or cinema in Dialogue: 0,0:04:46.82,0:04:49.85,Default,,0000,0000,0000,,this scenario stories are just Dialogue: 0,0:04:48.26,0:04:51.95,Default,,0000,0000,0000,,uninteresting ornaments or gift Dialogue: 0,0:04:49.85,0:04:53.84,Default,,0000,0000,0000,,wrappings to games and laying any Dialogue: 0,0:04:51.95,0:04:55.67,Default,,0000,0000,0000,,emphasis on studying these kinds of Dialogue: 0,0:04:53.84,0:04:58.76,Default,,0000,0000,0000,,marketing tools is just a waste of time Dialogue: 0,0:04:55.67,0:05:01.49,Default,,0000,0000,0000,,and energy so for him narrative is just Dialogue: 0,0:04:58.76,0:05:03.08,Default,,0000,0000,0000,,a marketing tool which is a sick burn Dialogue: 0,0:05:01.49,0:05:07.30,Default,,0000,0000,0000,,for the narratology Dialogue: 0,0:05:03.08,0:05:11.98,Default,,0000,0000,0000,,out there and demonstrates I think that Dialogue: 0,0:05:07.30,0:05:11.98,Default,,0000,0000,0000,,academics can also enter into flame wars Dialogue: 0,0:05:12.04,0:05:21.38,Default,,0000,0000,0000,,so enter Henry Jenkins is like a hero of Dialogue: 0,0:05:16.82,0:05:24.50,Default,,0000,0000,0000,,mine and so he wrote this essay game Dialogue: 0,0:05:21.38,0:05:26.00,Default,,0000,0000,0000,,designers narrative architecture and one Dialogue: 0,0:05:24.50,0:05:28.40,Default,,0000,0000,0000,,of the reasons I love this so much is Dialogue: 0,0:05:26.00,0:05:29.99,Default,,0000,0000,0000,,it's a kind of a fairly early attempt to Dialogue: 0,0:05:28.40,0:05:32.15,Default,,0000,0000,0000,,kind of build a bridge between these two Dialogue: 0,0:05:29.99,0:05:34.16,Default,,0000,0000,0000,,positions so he says in this short piece Dialogue: 0,0:05:32.15,0:05:35.81,Default,,0000,0000,0000,,I hope to offer a middle ground position Dialogue: 0,0:05:34.16,0:05:37.70,Default,,0000,0000,0000,,between the lewd ologist and meratol Dialogue: 0,0:05:35.81,0:05:39.68,Default,,0000,0000,0000,,adjusts one that respects the Dialogue: 0,0:05:37.70,0:05:42.14,Default,,0000,0000,0000,,particularity of this emerging medium Dialogue: 0,0:05:39.68,0:05:44.32,Default,,0000,0000,0000,,examining game's lesser stories than a Dialogue: 0,0:05:42.14,0:05:46.67,Default,,0000,0000,0000,,spaces right with narrative possibility Dialogue: 0,0:05:44.32,0:05:49.91,Default,,0000,0000,0000,,so I'm going to explore this essay in Dialogue: 0,0:05:46.67,0:05:51.50,Default,,0000,0000,0000,,relation to blood-borne so he encourages Dialogue: 0,0:05:49.91,0:05:54.86,Default,,0000,0000,0000,,us to think about games in less Dialogue: 0,0:05:51.50,0:05:57.41,Default,,0000,0000,0000,,reductive ways okay a game story telling Dialogue: 0,0:05:54.86,0:05:59.06,Default,,0000,0000,0000,,in this reductive ways and this is some Dialogue: 0,0:05:57.41,0:06:02.33,Default,,0000,0000,0000,,of the problems he has with the lewd Dialogue: 0,0:05:59.06,0:06:04.01,Default,,0000,0000,0000,,ologists view of narrative so I think Dialogue: 0,0:06:02.33,0:06:06.26,Default,,0000,0000,0000,,they have too limited a conception of Dialogue: 0,0:06:04.01,0:06:07.82,Default,,0000,0000,0000,,narrative based on classical linear Dialogue: 0,0:06:06.26,0:06:10.13,Default,,0000,0000,0000,,storytelling rather than more Dialogue: 0,0:06:07.82,0:06:12.50,Default,,0000,0000,0000,,experimental forms he thinks they have Dialogue: 0,0:06:10.13,0:06:14.27,Default,,0000,0000,0000,,too limited a conception of narration Dialogue: 0,0:06:12.50,0:06:16.43,Default,,0000,0000,0000,,focusing on the work of the author Dialogue: 0,0:06:14.27,0:06:18.20,Default,,0000,0000,0000,,rather than the process of narrative Dialogue: 0,0:06:16.43,0:06:21.65,Default,,0000,0000,0000,,comprehension so the experience of Dialogue: 0,0:06:18.20,0:06:23.12,Default,,0000,0000,0000,,actually reading the thing and he asked Dialogue: 0,0:06:21.65,0:06:25.31,Default,,0000,0000,0000,,whether games and their entirety of Dialogue: 0,0:06:23.12,0:06:26.96,Default,,0000,0000,0000,,stories rather than and they sorry they Dialogue: 0,0:06:25.31,0:06:28.70,Default,,0000,0000,0000,,asked whether games in their entirety Dialogue: 0,0:06:26.96,0:06:30.77,Default,,0000,0000,0000,,are stories rather than whether Dialogue: 0,0:06:28.70,0:06:35.09,Default,,0000,0000,0000,,narrative enters a game a more localized Dialogue: 0,0:06:30.77,0:06:36.71,Default,,0000,0000,0000,,level which he argues and finally they Dialogue: 0,0:06:35.09,0:06:38.81,Default,,0000,0000,0000,,assume that stories are self-contained Dialogue: 0,0:06:36.71,0:06:40.40,Default,,0000,0000,0000,,rather than serving some specific Dialogue: 0,0:06:38.81,0:06:42.74,Default,,0000,0000,0000,,functions within a new transmedia Dialogue: 0,0:06:40.40,0:06:44.92,Default,,0000,0000,0000,,storytelling environment just something Dialogue: 0,0:06:42.74,0:06:48.92,Default,,0000,0000,0000,,I'll touch on again in a minute Dialogue: 0,0:06:44.92,0:06:50.33,Default,,0000,0000,0000,,so there isn't as much a big divide Dialogue: 0,0:06:48.92,0:06:53.48,Default,,0000,0000,0000,,between video games Dialogue: 0,0:06:50.33,0:06:55.28,Default,,0000,0000,0000,,literary tradition as you might think Dialogue: 0,0:06:53.48,0:06:57.47,Default,,0000,0000,0000,,Jenkins suggests there's a link between Dialogue: 0,0:06:55.28,0:06:59.03,Default,,0000,0000,0000,,spatial stories of videogames and older Dialogue: 0,0:06:57.47,0:07:01.27,Default,,0000,0000,0000,,forms of stories having like the hero's Dialogue: 0,0:06:59.03,0:07:03.68,Default,,0000,0000,0000,,Odyssey quest myths and travel writing Dialogue: 0,0:07:01.27,0:07:05.96,Default,,0000,0000,0000,,the notion of the monomyth was put Dialogue: 0,0:07:03.68,0:07:08.15,Default,,0000,0000,0000,,forward by Joseph Campbell in his book Dialogue: 0,0:07:05.96,0:07:10.40,Default,,0000,0000,0000,,the hero with a thousand faces which is Dialogue: 0,0:07:08.15,0:07:12.29,Default,,0000,0000,0000,,really famous had a huge influence on Dialogue: 0,0:07:10.40,0:07:14.51,Default,,0000,0000,0000,,things like Star Wars and has a huge Dialogue: 0,0:07:12.29,0:07:17.63,Default,,0000,0000,0000,,influence on game does game designers Dialogue: 0,0:07:14.51,0:07:20.06,Default,,0000,0000,0000,,and game critics Mary Lou Ryan's book Dialogue: 0,0:07:17.63,0:07:22.28,Default,,0000,0000,0000,,narrative as virtual reality makes the Dialogue: 0,0:07:20.06,0:07:24.32,Default,,0000,0000,0000,,case for games as building on notions of Dialogue: 0,0:07:22.28,0:07:26.21,Default,,0000,0000,0000,,immersion and interactivity that always Dialogue: 0,0:07:24.32,0:07:28.04,Default,,0000,0000,0000,,been a concern of literature so those Dialogue: 0,0:07:26.21,0:07:29.60,Default,,0000,0000,0000,,are the two big things that are always Dialogue: 0,0:07:28.04,0:07:31.52,Default,,0000,0000,0000,,talked about in relation to games and Dialogue: 0,0:07:29.60,0:07:33.52,Default,,0000,0000,0000,,she says no they've been there all along Dialogue: 0,0:07:31.52,0:07:36.83,Default,,0000,0000,0000,,they're just more intensified or Dialogue: 0,0:07:33.52,0:07:39.32,Default,,0000,0000,0000,,slightly different in games and James Dialogue: 0,0:07:36.83,0:07:40.76,Default,,0000,0000,0000,,Newman uses em4 stirs notion of flat and Dialogue: 0,0:07:39.32,0:07:42.32,Default,,0000,0000,0000,,round characters to explore how Dialogue: 0,0:07:40.76,0:07:44.06,Default,,0000,0000,0000,,characters and video games are typically Dialogue: 0,0:07:42.32,0:07:46.37,Default,,0000,0000,0000,,defined by their functions and abilities Dialogue: 0,0:07:44.06,0:07:49.85,Default,,0000,0000,0000,,so it's kind of like a wealth of Dialogue: 0,0:07:46.37,0:07:52.22,Default,,0000,0000,0000,,thinking about games using kind of more Dialogue: 0,0:07:49.85,0:07:54.89,Default,,0000,0000,0000,,literary theories and literary theories Dialogue: 0,0:07:52.22,0:07:57.80,Default,,0000,0000,0000,,can be very systematic and we all know Dialogue: 0,0:07:54.89,0:08:03.02,Default,,0000,0000,0000,,how game designers love systems so Dialogue: 0,0:07:57.80,0:08:04.85,Default,,0000,0000,0000,,there's a bit of commonality there so Dialogue: 0,0:08:03.02,0:08:06.92,Default,,0000,0000,0000,,Jenkins wants us to think about games of Dialogue: 0,0:08:04.85,0:08:08.75,Default,,0000,0000,0000,,spatial stories so he says game Dialogue: 0,0:08:06.92,0:08:11.39,Default,,0000,0000,0000,,designers don't simply tell stories they Dialogue: 0,0:08:08.75,0:08:13.25,Default,,0000,0000,0000,,design worlds and sculpt spaces so Dialogue: 0,0:08:11.39,0:08:15.41,Default,,0000,0000,0000,,considering what ways the structuring of Dialogue: 0,0:08:13.25,0:08:18.23,Default,,0000,0000,0000,,game space facilitates different kinds Dialogue: 0,0:08:15.41,0:08:20.75,Default,,0000,0000,0000,,of narrative experiences so the work the Dialogue: 0,0:08:18.23,0:08:23.12,Default,,0000,0000,0000,,designer does anticipates different Dialogue: 0,0:08:20.75,0:08:27.10,Default,,0000,0000,0000,,narrative experiences for the player Dialogue: 0,0:08:23.12,0:08:30.05,Default,,0000,0000,0000,,he's enough he also says though that Dialogue: 0,0:08:27.10,0:08:33.53,Default,,0000,0000,0000,,games are a bit different to traditional Dialogue: 0,0:08:30.05,0:08:38.09,Default,,0000,0000,0000,,stories and there's a tendency to Dialogue: 0,0:08:33.53,0:08:39.88,Default,,0000,0000,0000,,dismiss games as as not an expressive Dialogue: 0,0:08:38.09,0:08:43.28,Default,,0000,0000,0000,,medium because they're perceived to have Dialogue: 0,0:08:39.88,0:08:45.62,Default,,0000,0000,0000,,overly simplistic storytelling but as Dialogue: 0,0:08:43.28,0:08:47.60,Default,,0000,0000,0000,,Jenkins suggests spatial stories are not Dialogue: 0,0:08:45.62,0:08:49.52,Default,,0000,0000,0000,,badly constructed stories rather they're Dialogue: 0,0:08:47.60,0:08:52.04,Default,,0000,0000,0000,,stories that respond to alternative Dialogue: 0,0:08:49.52,0:08:54.74,Default,,0000,0000,0000,,aesthetic principles privileging spatial Dialogue: 0,0:08:52.04,0:08:56.18,Default,,0000,0000,0000,,exploration / plot development spatial Dialogue: 0,0:08:54.74,0:08:58.40,Default,,0000,0000,0000,,stories are held together by broadly Dialogue: 0,0:08:56.18,0:08:59.99,Default,,0000,0000,0000,,defined goals and conflicts and pushed Dialogue: 0,0:08:58.40,0:09:02.12,Default,,0000,0000,0000,,forward by the characters movement Dialogue: 0,0:08:59.99,0:09:05.16,Default,,0000,0000,0000,,across the map Dialogue: 0,0:09:02.12,0:09:06.54,Default,,0000,0000,0000,,so let's move on to blood-borne what is Dialogue: 0,0:09:05.16,0:09:08.85,Default,,0000,0000,0000,,it just briefly you probably all know Dialogue: 0,0:09:06.54,0:09:11.90,Default,,0000,0000,0000,,what it is Japanese action role-playing Dialogue: 0,0:09:08.85,0:09:13.98,Default,,0000,0000,0000,,game released in 2015 on PlayStation 4 Dialogue: 0,0:09:11.90,0:09:16.50,Default,,0000,0000,0000,,developed by from software and published Dialogue: 0,0:09:13.98,0:09:18.18,Default,,0000,0000,0000,,by Bandai Namco is the spiritual Dialogue: 0,0:09:16.50,0:09:20.40,Default,,0000,0000,0000,,successor to the soul series which Dialogue: 0,0:09:18.18,0:09:23.67,Default,,0000,0000,0000,,includes Demon Souls and Dark Souls 1 2 Dialogue: 0,0:09:20.40,0:09:25.08,Default,,0000,0000,0000,,and almost 3 is coming out soon and Dialogue: 0,0:09:23.67,0:09:27.23,Default,,0000,0000,0000,,we're looking forward to that Dialogue: 0,0:09:25.08,0:09:29.58,Default,,0000,0000,0000,,the lead designer is hitter taka Dialogue: 0,0:09:27.23,0:09:33.15,Default,,0000,0000,0000,,Miyazaki and he's very much considered Dialogue: 0,0:09:29.58,0:09:35.76,Default,,0000,0000,0000,,the creative force behind the game and Dialogue: 0,0:09:33.15,0:09:37.92,Default,,0000,0000,0000,,has I guess the privileged position of Dialogue: 0,0:09:35.76,0:09:41.25,Default,,0000,0000,0000,,being like an author within the Dialogue: 0,0:09:37.92,0:09:45.48,Default,,0000,0000,0000,,commercial games industry on YouTube Dialogue: 0,0:09:41.25,0:09:48.78,Default,,0000,0000,0000,,there's dozens dozens and dozens of Dialogue: 0,0:09:45.48,0:09:50.25,Default,,0000,0000,0000,,videos exploring the law of blood-borne Dialogue: 0,0:09:48.78,0:09:52.65,Default,,0000,0000,0000,,which is something that I'm going to Dialogue: 0,0:09:50.25,0:09:54.48,Default,,0000,0000,0000,,touch on a bit in this talk and I think Dialogue: 0,0:09:52.65,0:09:56.13,Default,,0000,0000,0000,,in quite interesting ways so his a few Dialogue: 0,0:09:54.48,0:09:58.20,Default,,0000,0000,0000,,of the youtubers who are engaged and Dialogue: 0,0:09:56.13,0:10:01.56,Default,,0000,0000,0000,,that kind of stuff to introduce the game Dialogue: 0,0:09:58.20,0:10:03.47,Default,,0000,0000,0000,,and this kind of thinking about I'm Dialogue: 0,0:10:01.56,0:10:07.71,Default,,0000,0000,0000,,going to use a video by Fatih Vidya Dialogue: 0,0:10:03.47,0:10:09.78,Default,,0000,0000,0000,,which is a disss or extract looking at Dialogue: 0,0:10:07.71,0:10:13.08,Default,,0000,0000,0000,,some of the lore of the game think on Dialogue: 0,0:10:09.78,0:10:15.39,Default,,0000,0000,0000,,human history imagine if in any era a Dialogue: 0,0:10:13.08,0:10:17.24,Default,,0000,0000,0000,,church was founded that had access to a Dialogue: 0,0:10:15.39,0:10:20.01,Default,,0000,0000,0000,,substance that could cure any illness Dialogue: 0,0:10:17.24,0:10:22.35,Default,,0000,0000,0000,,imagine if this church gave it freely to Dialogue: 0,0:10:20.01,0:10:24.51,Default,,0000,0000,0000,,a city how powerful that city would Dialogue: 0,0:10:22.35,0:10:27.06,Default,,0000,0000,0000,,become and how powerful the church would Dialogue: 0,0:10:24.51,0:10:29.25,Default,,0000,0000,0000,,become within it this is exactly what Dialogue: 0,0:10:27.06,0:10:30.81,Default,,0000,0000,0000,,happened in the Arnim people came far Dialogue: 0,0:10:29.25,0:10:32.67,Default,,0000,0000,0000,,and wide to be treated with the Dialogue: 0,0:10:30.81,0:10:34.80,Default,,0000,0000,0000,,miraculous blood of the gods and the Dialogue: 0,0:10:32.67,0:10:37.47,Default,,0000,0000,0000,,people of yharnam put their faith in the Dialogue: 0,0:10:34.80,0:10:39.48,Default,,0000,0000,0000,,healing church in fact what happened in Dialogue: 0,0:10:37.47,0:10:42.12,Default,,0000,0000,0000,,yharnam is eerily similar to what Dialogue: 0,0:10:39.48,0:10:44.16,Default,,0000,0000,0000,,happened in the tombs deep below where Dialogue: 0,0:10:42.12,0:10:45.90,Default,,0000,0000,0000,,the blood was originally found and as Dialogue: 0,0:10:44.16,0:10:48.15,Default,,0000,0000,0000,,you know many chalice dungeons Dialogue: 0,0:10:45.90,0:10:50.94,Default,,0000,0000,0000,,especially those of lauren are now Dialogue: 0,0:10:48.15,0:10:53.19,Default,,0000,0000,0000,,overrun by horrific beasts the lower Dialogue: 0,0:10:50.94,0:10:55.35,Default,,0000,0000,0000,,laron chalice states there are trace Dialogue: 0,0:10:53.19,0:10:57.42,Default,,0000,0000,0000,,remains of medical procedures in parts Dialogue: 0,0:10:55.35,0:10:59.28,Default,,0000,0000,0000,,of ailing Leron whether these were Dialogue: 0,0:10:57.42,0:11:01.77,Default,,0000,0000,0000,,attempts to control the scourge of the Dialogue: 0,0:10:59.28,0:11:03.05,Default,,0000,0000,0000,,beast or the cause of the outbreak is Dialogue: 0,0:11:01.77,0:11:05.39,Default,,0000,0000,0000,,unknown Dialogue: 0,0:11:03.05,0:11:07.49,Default,,0000,0000,0000,,the ailing LaRon chalice states the Dialogue: 0,0:11:05.39,0:11:09.71,Default,,0000,0000,0000,,tragedy that struck this ailing land of Dialogue: 0,0:11:07.49,0:11:12.26,Default,,0000,0000,0000,,LaRon is said to have its root in the Dialogue: 0,0:11:09.71,0:11:14.69,Default,,0000,0000,0000,,scourge of the beasts some have made the Dialogue: 0,0:11:12.26,0:11:18.38,Default,,0000,0000,0000,,dreaded extrapolation that yharnam may Dialogue: 0,0:11:14.69,0:11:19.97,Default,,0000,0000,0000,,be next Yanam was next through overuse Dialogue: 0,0:11:18.38,0:11:22.04,Default,,0000,0000,0000,,of the healing blood the city would Dialogue: 0,0:11:19.97,0:11:24.44,Default,,0000,0000,0000,,eventually succumb to the scourge of the Dialogue: 0,0:11:22.04,0:11:26.78,Default,,0000,0000,0000,,beast until then though Lawrence and the Dialogue: 0,0:11:24.44,0:11:29.18,Default,,0000,0000,0000,,healing church managed to grow in power Dialogue: 0,0:11:26.78,0:11:34.03,Default,,0000,0000,0000,,with the miraculous healing properties Dialogue: 0,0:11:29.18,0:11:39.05,Default,,0000,0000,0000,,of their special yet infected blood okay Dialogue: 0,0:11:34.03,0:11:41.24,Default,,0000,0000,0000,,so I think I think what that video Dialogue: 0,0:11:39.05,0:11:42.74,Default,,0000,0000,0000,,demonstrates is um blood-borne doesn't Dialogue: 0,0:11:41.24,0:11:45.05,Default,,0000,0000,0000,,go to any trouble to make its meaning Dialogue: 0,0:11:42.74,0:11:47.45,Default,,0000,0000,0000,,clear though that meaning is always Dialogue: 0,0:11:45.05,0:11:49.28,Default,,0000,0000,0000,,tantalizing which has resulted in Dialogue: 0,0:11:47.45,0:11:51.98,Default,,0000,0000,0000,,hundreds of deeply analytical RT Dialogue: 0,0:11:49.28,0:11:53.36,Default,,0000,0000,0000,,articles and videos on YouTube so this Dialogue: 0,0:11:51.98,0:11:55.19,Default,,0000,0000,0000,,video is a good example of the kind of Dialogue: 0,0:11:53.36,0:11:57.26,Default,,0000,0000,0000,,close textual analysis and use of Dialogue: 0,0:11:55.19,0:11:59.45,Default,,0000,0000,0000,,sources that we might expect in academia Dialogue: 0,0:11:57.26,0:12:01.22,Default,,0000,0000,0000,,which leads me to speculate that the Dialogue: 0,0:11:59.45,0:12:03.41,Default,,0000,0000,0000,,majority of the scholarly activity Dialogue: 0,0:12:01.22,0:12:06.50,Default,,0000,0000,0000,,around such games occurs in the fan Dialogue: 0,0:12:03.41,0:12:09.62,Default,,0000,0000,0000,,space Henry Jenkins has also been a key Dialogue: 0,0:12:06.50,0:12:11.12,Default,,0000,0000,0000,,figure writing about fan studies and if Dialogue: 0,0:12:09.62,0:12:13.67,Default,,0000,0000,0000,,you want to find out more about that and Dialogue: 0,0:12:11.12,0:12:15.98,Default,,0000,0000,0000,,what he believes the value of fan Dialogue: 0,0:12:13.67,0:12:18.77,Default,,0000,0000,0000,,discourses are to academia you can read Dialogue: 0,0:12:15.98,0:12:22.79,Default,,0000,0000,0000,,his book textual poachers or mat hills Dialogue: 0,0:12:18.77,0:12:25.79,Default,,0000,0000,0000,,book fan cultures very interesting so Dialogue: 0,0:12:22.79,0:12:27.56,Default,,0000,0000,0000,,Jenkins talks about four modes of Dialogue: 0,0:12:25.79,0:12:28.97,Default,,0000,0000,0000,,spatial storytelling and they will begin Dialogue: 0,0:12:27.56,0:12:33.08,Default,,0000,0000,0000,,with ease I've called them the for ease Dialogue: 0,0:12:28.97,0:12:35.99,Default,,0000,0000,0000,,of spatial storytelling so they evoke Dialogue: 0,0:12:33.08,0:12:38.03,Default,,0000,0000,0000,,enact in bed and have emergent Dialogue: 0,0:12:35.99,0:12:41.06,Default,,0000,0000,0000,,narratives and we're going to go through Dialogue: 0,0:12:38.03,0:12:42.74,Default,,0000,0000,0000,,each of those in relation to blood-borne Dialogue: 0,0:12:41.06,0:12:45.47,Default,,0000,0000,0000,,so it's sold with the evocative Dialogue: 0,0:12:42.74,0:12:47.51,Default,,0000,0000,0000,,narrative so Jenkins says such works do Dialogue: 0,0:12:45.47,0:12:49.52,Default,,0000,0000,0000,,not so much tell self-contained stories Dialogue: 0,0:12:47.51,0:12:52.25,Default,,0000,0000,0000,,as draw upon or pre-existing narrative Dialogue: 0,0:12:49.52,0:12:55.07,Default,,0000,0000,0000,,narrative competencies games can be Dialogue: 0,0:12:52.25,0:12:57.22,Default,,0000,0000,0000,,based on licenses they can rely on Dialogue: 0,0:12:55.07,0:13:00.08,Default,,0000,0000,0000,,genre conventions they can recreate Dialogue: 0,0:12:57.22,0:13:01.96,Default,,0000,0000,0000,,events they can evoke other works Dialogue: 0,0:13:00.08,0:13:06.08,Default,,0000,0000,0000,,through a process called intersexuality Dialogue: 0,0:13:01.96,0:13:09.20,Default,,0000,0000,0000,,it's basically just having one text have Dialogue: 0,0:13:06.08,0:13:13.21,Default,,0000,0000,0000,,a relationship to the other support for Dialogue: 0,0:13:09.20,0:13:15.11,Default,,0000,0000,0000,,it he talks about this occurring in Dialogue: 0,0:13:13.21,0:13:16.52,Default,,0000,0000,0000,,process that he's written extensively Dialogue: 0,0:13:15.11,0:13:18.98,Default,,0000,0000,0000,,about called transmen Dialogue: 0,0:13:16.52,0:13:21.11,Default,,0000,0000,0000,,storytelling so increasingly we inhabit Dialogue: 0,0:13:18.98,0:13:23.33,Default,,0000,0000,0000,,a world of transmedia storytelling one Dialogue: 0,0:13:21.11,0:13:25.13,Default,,0000,0000,0000,,that depends less on each individual Dialogue: 0,0:13:23.33,0:13:26.93,Default,,0000,0000,0000,,work being self-sufficient than on each Dialogue: 0,0:13:25.13,0:13:29.36,Default,,0000,0000,0000,,work contributing to a larger narrative Dialogue: 0,0:13:26.93,0:13:31.37,Default,,0000,0000,0000,,economy so for example the Star Wars Dialogue: 0,0:13:29.36,0:13:33.35,Default,,0000,0000,0000,,game may not simply retell the story of Dialogue: 0,0:13:31.37,0:13:35.36,Default,,0000,0000,0000,,Star Wars but it doesn't have to do in Dialogue: 0,0:13:33.35,0:13:41.18,Default,,0000,0000,0000,,order to enrich or expand or experience Dialogue: 0,0:13:35.36,0:13:43.49,Default,,0000,0000,0000,,the Star Wars saga so this is this is a Dialogue: 0,0:13:41.18,0:13:47.69,Default,,0000,0000,0000,,British daughter of the cosmos Dialogue: 0,0:13:43.49,0:13:49.25,Default,,0000,0000,0000,,so I actually recommend this slide to be Dialogue: 0,0:13:47.69,0:13:53.06,Default,,0000,0000,0000,,more of a surprise I should have read a Dialogue: 0,0:13:49.25,0:13:54.92,Default,,0000,0000,0000,,little bit more but basically so in Dialogue: 0,0:13:53.06,0:13:56.00,Default,,0000,0000,0000,,blood-borne you're a hunter on the night Dialogue: 0,0:13:54.92,0:13:58.55,Default,,0000,0000,0000,,of the hunt and you find yourself Dialogue: 0,0:13:56.00,0:14:00.83,Default,,0000,0000,0000,,cleansing the ruined streets of yharnam Dialogue: 0,0:13:58.55,0:14:02.30,Default,,0000,0000,0000,,of werewolves and other creatures so Dialogue: 0,0:14:00.83,0:14:03.94,Default,,0000,0000,0000,,this setting and its antagonists are Dialogue: 0,0:14:02.30,0:14:05.99,Default,,0000,0000,0000,,common tropes of gothic horror Dialogue: 0,0:14:03.94,0:14:08.21,Default,,0000,0000,0000,,eventually though you start facing Dialogue: 0,0:14:05.99,0:14:10.07,Default,,0000,0000,0000,,enemies that bear similarities with the Dialogue: 0,0:14:08.21,0:14:13.58,Default,,0000,0000,0000,,creatures in love cross Lovecraft's Dialogue: 0,0:14:10.07,0:14:15.35,Default,,0000,0000,0000,,Cthulhu Mythos hold on like a breeches Dialogue: 0,0:14:13.58,0:14:17.33,Default,,0000,0000,0000,,daughter of the cosmos everyone acts Dialogue: 0,0:14:15.35,0:14:20.92,Default,,0000,0000,0000,,surprised because I should have done Dialogue: 0,0:14:17.33,0:14:23.93,Default,,0000,0000,0000,,that just now sorry Dialogue: 0,0:14:20.92,0:14:25.79,Default,,0000,0000,0000,,so it's got tentacles and it's got an Dialogue: 0,0:14:23.93,0:14:29.90,Default,,0000,0000,0000,,unpronounceable name and that's not just Dialogue: 0,0:14:25.79,0:14:31.91,Default,,0000,0000,0000,,because it's in the Japanese slide so it Dialogue: 0,0:14:29.90,0:14:35.30,Default,,0000,0000,0000,,must be a reference to Lovecraft I'm Dialogue: 0,0:14:31.91,0:14:37.19,Default,,0000,0000,0000,,guessing so although it avoid though the Dialogue: 0,0:14:35.30,0:14:39.89,Default,,0000,0000,0000,,gamer avoids referencing Lovecraft Dialogue: 0,0:14:37.19,0:14:41.90,Default,,0000,0000,0000,,directly many have noticed at the close Dialogue: 0,0:14:39.89,0:14:43.58,Default,,0000,0000,0000,,comparison between her twisted creatures Dialogue: 0,0:14:41.90,0:14:45.41,Default,,0000,0000,0000,,and locations in the game and Dialogue: 0,0:14:43.58,0:14:49.22,Default,,0000,0000,0000,,Lovecraftian stories such as the dream Dialogue: 0,0:14:45.41,0:14:52.43,Default,,0000,0000,0000,,quest of unknown Kadath so whilst Dialogue: 0,0:14:49.22,0:14:54.14,Default,,0000,0000,0000,,blood-borne begins by evoking the gothic Dialogue: 0,0:14:52.43,0:14:56.15,Default,,0000,0000,0000,,horror it makes a transition into the Dialogue: 0,0:14:54.14,0:15:00.65,Default,,0000,0000,0000,,specific world of HP Lovecraft's notion Dialogue: 0,0:14:56.15,0:15:02.86,Default,,0000,0000,0000,,of cosmic horror and the only clue to Dialogue: 0,0:15:00.65,0:15:07.10,Default,,0000,0000,0000,,this early on is this incomprehensible Dialogue: 0,0:15:02.86,0:15:08.90,Default,,0000,0000,0000,,start on your stat sheet that's like Oh Dialogue: 0,0:15:07.10,0:15:13.01,Default,,0000,0000,0000,,strength against skin what does that Dialogue: 0,0:15:08.90,0:15:16.97,Default,,0000,0000,0000,,mean no idea so that the game does drop Dialogue: 0,0:15:13.01,0:15:18.74,Default,,0000,0000,0000,,little hints early on so cosmic horror Dialogue: 0,0:15:16.97,0:15:20.45,Default,,0000,0000,0000,,is based on Lovecraft's existential Dialogue: 0,0:15:18.74,0:15:22.22,Default,,0000,0000,0000,,worldview in which humanity is powerless Dialogue: 0,0:15:20.45,0:15:24.23,Default,,0000,0000,0000,,in the face of an indifferent universe Dialogue: 0,0:15:22.22,0:15:27.38,Default,,0000,0000,0000,,devoid of God and incomprehensibly Dialogue: 0,0:15:24.23,0:15:28.82,Default,,0000,0000,0000,,infinite so there's a little quote there Dialogue: 0,0:15:27.38,0:15:30.20,Default,,0000,0000,0000,,from him the basis of all true cosmic Dialogue: 0,0:15:28.82,0:15:32.12,Default,,0000,0000,0000,,horror is violation of Dialogue: 0,0:15:30.20,0:15:33.65,Default,,0000,0000,0000,,of nature and the profoundest violations Dialogue: 0,0:15:32.12,0:15:37.91,Default,,0000,0000,0000,,are always at least concrete and Dialogue: 0,0:15:33.65,0:15:39.92,Default,,0000,0000,0000,,describable like that there's another Dialogue: 0,0:15:37.91,0:15:41.60,Default,,0000,0000,0000,,good quote from Lovecraft which really Dialogue: 0,0:15:39.92,0:15:43.25,Default,,0000,0000,0000,,sums up this position I won't read Oh Dialogue: 0,0:15:41.60,0:15:45.79,Default,,0000,0000,0000,,have a little read if you feel like it Dialogue: 0,0:15:43.25,0:15:49.04,Default,,0000,0000,0000,,he's not a happy chap Dialogue: 0,0:15:45.79,0:15:52.87,Default,,0000,0000,0000,,so it's interesting here though that he Dialogue: 0,0:15:49.04,0:15:55.37,Default,,0000,0000,0000,,talks about one of his big themes is Dialogue: 0,0:15:52.87,0:15:57.56,Default,,0000,0000,0000,,people wanting knowledge and like Dialogue: 0,0:15:55.37,0:16:00.41,Default,,0000,0000,0000,,scientists trying to gain knowledge and Dialogue: 0,0:15:57.56,0:16:02.18,Default,,0000,0000,0000,,going mad for kind of discovering things Dialogue: 0,0:16:00.41,0:16:04.34,Default,,0000,0000,0000,,that they can't understand with their Dialogue: 0,0:16:02.18,0:16:05.78,Default,,0000,0000,0000,,puny human brains and essentially that's Dialogue: 0,0:16:04.34,0:16:07.07,Default,,0000,0000,0000,,the plot of blood-borne because the Dialogue: 0,0:16:05.78,0:16:09.95,Default,,0000,0000,0000,,founding of the healing Church of Dialogue: 0,0:16:07.07,0:16:11.15,Default,,0000,0000,0000,,yharnam is a result of academics playing Dialogue: 0,0:16:09.95,0:16:13.55,Default,,0000,0000,0000,,around with forces beyond their Dialogue: 0,0:16:11.15,0:16:15.20,Default,,0000,0000,0000,,comprehension they go to the chalice Dialogue: 0,0:16:13.55,0:16:18.02,Default,,0000,0000,0000,,demons they find the blood of the great Dialogue: 0,0:16:15.20,0:16:24.26,Default,,0000,0000,0000,,ones they start using it everything goes Dialogue: 0,0:16:18.02,0:16:26.24,Default,,0000,0000,0000,,to hell basically so um to talk about Dialogue: 0,0:16:24.26,0:16:29.12,Default,,0000,0000,0000,,briefly about a little mechanic in the Dialogue: 0,0:16:26.24,0:16:32.12,Default,,0000,0000,0000,,game which is the insight mechanic where Dialogue: 0,0:16:29.12,0:16:33.98,Default,,0000,0000,0000,,basically your knowledge of the world is Dialogue: 0,0:16:32.12,0:16:35.69,Default,,0000,0000,0000,,trapped in the form of insight which is Dialogue: 0,0:16:33.98,0:16:38.42,Default,,0000,0000,0000,,rewarded each time you first encounter Dialogue: 0,0:16:35.69,0:16:40.34,Default,,0000,0000,0000,,or beat a boss and and so there's this Dialogue: 0,0:16:38.42,0:16:42.29,Default,,0000,0000,0000,,sense that the more horrific things you Dialogue: 0,0:16:40.34,0:16:44.06,Default,,0000,0000,0000,,see in the game the more insight you Dialogue: 0,0:16:42.29,0:16:46.04,Default,,0000,0000,0000,,have in the world and in true love Dialogue: 0,0:16:44.06,0:16:48.26,Default,,0000,0000,0000,,crafty and fashion this allows you to Dialogue: 0,0:16:46.04,0:16:48.98,Default,,0000,0000,0000,,start seeing things that you couldn't Dialogue: 0,0:16:48.26,0:16:53.48,Default,,0000,0000,0000,,see before Dialogue: 0,0:16:48.98,0:16:57.32,Default,,0000,0000,0000,,so this chat up here amygdala or Amy as Dialogue: 0,0:16:53.48,0:16:59.39,Default,,0000,0000,0000,,I like to call her is these guys have Dialogue: 0,0:16:57.32,0:17:01.46,Default,,0000,0000,0000,,been hanging around on the buildings in Dialogue: 0,0:16:59.39,0:17:02.72,Default,,0000,0000,0000,,blood-borne all the time and you know Dialogue: 0,0:17:01.46,0:17:04.40,Default,,0000,0000,0000,,that they've been there even though you Dialogue: 0,0:17:02.72,0:17:06.23,Default,,0000,0000,0000,,can't see them because if you're unlucky Dialogue: 0,0:17:04.40,0:17:07.73,Default,,0000,0000,0000,,enough to go by one of them it will pick Dialogue: 0,0:17:06.23,0:17:11.12,Default,,0000,0000,0000,,you up and kill you and you won't know Dialogue: 0,0:17:07.73,0:17:13.25,Default,,0000,0000,0000,,why so I think it's interesting that as Dialogue: 0,0:17:11.12,0:17:15.98,Default,,0000,0000,0000,,a system in the game that tracks your Dialogue: 0,0:17:13.25,0:17:17.24,Default,,0000,0000,0000,,knowledge and changes the game based on Dialogue: 0,0:17:15.98,0:17:19.34,Default,,0000,0000,0000,,that knowledge actually makes the game Dialogue: 0,0:17:17.24,0:17:22.61,Default,,0000,0000,0000,,harder in some areas as well it changes Dialogue: 0,0:17:19.34,0:17:24.92,Default,,0000,0000,0000,,enemy attacks and things and amigdala is Dialogue: 0,0:17:22.61,0:17:27.62,Default,,0000,0000,0000,,also a part of the brain which is Dialogue: 0,0:17:24.92,0:17:30.32,Default,,0000,0000,0000,,associated with knowledge and emotional Dialogue: 0,0:17:27.62,0:17:33.92,Default,,0000,0000,0000,,reactions to things so I think there's a Dialogue: 0,0:17:30.32,0:17:40.25,Default,,0000,0000,0000,,a direct like thematic link there I know Dialogue: 0,0:17:33.92,0:17:41.51,Default,,0000,0000,0000,,what that was we carry on so moving on Dialogue: 0,0:17:40.25,0:17:42.61,Default,,0000,0000,0000,,so the evocative narrative of Dialogue: 0,0:17:41.51,0:17:47.58,Default,,0000,0000,0000,,blood-borne is Dialogue: 0,0:17:42.61,0:17:47.58,Default,,0000,0000,0000,,it's Lovecraftian kind of homage I guess Dialogue: 0,0:17:48.00,0:17:54.97,Default,,0000,0000,0000,,so moving on to the idea of an enacted Dialogue: 0,0:17:50.86,0:17:56.74,Default,,0000,0000,0000,,narrative Jenkins noticed that games Dialogue: 0,0:17:54.97,0:17:59.53,Default,,0000,0000,0000,,enable players to perform or witness Dialogue: 0,0:17:56.74,0:18:01.51,Default,,0000,0000,0000,,narrative events so narrative enters the Dialogue: 0,0:17:59.53,0:18:03.76,Default,,0000,0000,0000,,game on two levels in terms of broadly Dialogue: 0,0:18:01.51,0:18:06.46,Default,,0000,0000,0000,,defined goals or conflicts and on the Dialogue: 0,0:18:03.76,0:18:08.23,Default,,0000,0000,0000,,level of localized incidents in terms of Dialogue: 0,0:18:06.46,0:18:11.32,Default,,0000,0000,0000,,broadly defined goals Dialogue: 0,0:18:08.23,0:18:13.90,Default,,0000,0000,0000,,the player often has a quest that drives Dialogue: 0,0:18:11.32,0:18:15.16,Default,,0000,0000,0000,,them forward although in blood-borne you Dialogue: 0,0:18:13.90,0:18:17.17,Default,,0000,0000,0000,,eventually discover that you've been Dialogue: 0,0:18:15.16,0:18:20.89,Default,,0000,0000,0000,,manipulated by a great one all along Dialogue: 0,0:18:17.17,0:18:22.93,Default,,0000,0000,0000,,sorry spoilers that's another thing Dialogue: 0,0:18:20.89,0:18:27.31,Default,,0000,0000,0000,,academics like to do is give away the Dialogue: 0,0:18:22.93,0:18:29.59,Default,,0000,0000,0000,,ending of things so the organization of Dialogue: 0,0:18:27.31,0:18:31.75,Default,,0000,0000,0000,,the plot becomes a matter of designing Dialogue: 0,0:18:29.59,0:18:33.85,Default,,0000,0000,0000,,the geography of imaginary worlds so Dialogue: 0,0:18:31.75,0:18:35.56,Default,,0000,0000,0000,,that obstacles thought and affordances Dialogue: 0,0:18:33.85,0:18:39.07,Default,,0000,0000,0000,,facilitate the protagonist forward Dialogue: 0,0:18:35.56,0:18:41.44,Default,,0000,0000,0000,,movement towards resolution in Dialogue: 0,0:18:39.07,0:18:43.45,Default,,0000,0000,0000,,blood-borne the architecture conspires Dialogue: 0,0:18:41.44,0:18:44.98,Default,,0000,0000,0000,,to channel players towards encounters Dialogue: 0,0:18:43.45,0:18:46.81,Default,,0000,0000,0000,,that have been specifically designed to Dialogue: 0,0:18:44.98,0:18:48.55,Default,,0000,0000,0000,,challenge them a good example is the Dialogue: 0,0:18:46.81,0:18:50.17,Default,,0000,0000,0000,,sequence in old yharnam where the player Dialogue: 0,0:18:48.55,0:18:51.88,Default,,0000,0000,0000,,traverses in a series of ruined Dialogue: 0,0:18:50.17,0:18:54.01,Default,,0000,0000,0000,,buildings whilst under fire from a Dialogue: 0,0:18:51.88,0:18:55.45,Default,,0000,0000,0000,,hunter by the name of juror if you Dialogue: 0,0:18:54.01,0:18:57.76,Default,,0000,0000,0000,,approach him from a different direction Dialogue: 0,0:18:55.45,0:18:59.20,Default,,0000,0000,0000,,he's not hostile and actually speaks to Dialogue: 0,0:18:57.76,0:19:01.93,Default,,0000,0000,0000,,you about why he is protecting the Dialogue: 0,0:18:59.20,0:19:04.54,Default,,0000,0000,0000,,beasts in the area so this idea that Dialogue: 0,0:19:01.93,0:19:06.28,Default,,0000,0000,0000,,Jake Jenkins talks about that games have Dialogue: 0,0:19:04.54,0:19:07.84,Default,,0000,0000,0000,,an accordion like structures there's Dialogue: 0,0:19:06.28,0:19:09.91,Default,,0000,0000,0000,,certain plot points that are fixed Dialogue: 0,0:19:07.84,0:19:16.27,Default,,0000,0000,0000,,whereas other moments can be contracted Dialogue: 0,0:19:09.91,0:19:20.41,Default,,0000,0000,0000,,and expanded and moved around so in Dialogue: 0,0:19:16.27,0:19:21.78,Default,,0000,0000,0000,,terms of enacting narratives that Dialogue: 0,0:19:20.41,0:19:25.81,Default,,0000,0000,0000,,there's a lot about the kind of Dialogue: 0,0:19:21.78,0:19:28.69,Default,,0000,0000,0000,,geographical layer of space so in Dialogue: 0,0:19:25.81,0:19:30.31,Default,,0000,0000,0000,,blood-borne the layout of space allows Dialogue: 0,0:19:28.69,0:19:31.87,Default,,0000,0000,0000,,for the inclusion of shortcuts that Dialogue: 0,0:19:30.31,0:19:33.94,Default,,0000,0000,0000,,allow players to return quickly to Dialogue: 0,0:19:31.87,0:19:36.31,Default,,0000,0000,0000,,previous areas there's an excellent Dialogue: 0,0:19:33.94,0:19:39.16,Default,,0000,0000,0000,,video on Eurogamer actually about the Dialogue: 0,0:19:36.31,0:19:41.86,Default,,0000,0000,0000,,doors in blood-borne and how frightening Dialogue: 0,0:19:39.16,0:19:44.65,Default,,0000,0000,0000,,it is when you can open a door because Dialogue: 0,0:19:41.86,0:19:46.96,Default,,0000,0000,0000,,the game wants you to progress and kill Dialogue: 0,0:19:44.65,0:19:49.30,Default,,0000,0000,0000,,you um and doors that you can't open Dialogue: 0,0:19:46.96,0:19:51.64,Default,,0000,0000,0000,,like are likely to be shortcuts that you Dialogue: 0,0:19:49.30,0:19:54.70,Default,,0000,0000,0000,,need to find the other entrance war and Dialogue: 0,0:19:51.64,0:19:55.91,Default,,0000,0000,0000,,this map I think shows how everything Dialogue: 0,0:19:54.70,0:19:59.42,Default,,0000,0000,0000,,links up in a really into Dialogue: 0,0:19:55.91,0:20:04.06,Default,,0000,0000,0000,,stay away and this map is a bit more of Dialogue: 0,0:19:59.42,0:20:04.06,Default,,0000,0000,0000,,a artistic impression of those linkages Dialogue: 0,0:20:04.45,0:20:09.83,Default,,0000,0000,0000,,references at the bottom if you want to Dialogue: 0,0:20:06.29,0:20:11.75,Default,,0000,0000,0000,,see who made them and this is more of a Dialogue: 0,0:20:09.83,0:20:14.99,Default,,0000,0000,0000,,kind of flow chart of your progression Dialogue: 0,0:20:11.75,0:20:16.82,Default,,0000,0000,0000,,through the game I think it's Dialogue: 0,0:20:14.99,0:20:18.98,Default,,0000,0000,0000,,interesting to point out at this point Dialogue: 0,0:20:16.82,0:20:21.35,Default,,0000,0000,0000,,that there isn't actually a map that Dialogue: 0,0:20:18.98,0:20:25.09,Default,,0000,0000,0000,,exists in the game so all of these Dialogue: 0,0:20:21.35,0:20:29.51,Default,,0000,0000,0000,,wonderful things have been created by Dialogue: 0,0:20:25.09,0:20:31.55,Default,,0000,0000,0000,,the fan base which i think is great and Dialogue: 0,0:20:29.51,0:20:33.83,Default,,0000,0000,0000,,Henry Jenkins has written elsewhere that Dialogue: 0,0:20:31.55,0:20:36.41,Default,,0000,0000,0000,,defining quality of place relationship Dialogue: 0,0:20:33.83,0:20:38.06,Default,,0000,0000,0000,,to a game is the mastery of space and I Dialogue: 0,0:20:36.41,0:20:41.78,Default,,0000,0000,0000,,think this is a good example of that Dialogue: 0,0:20:38.06,0:20:44.24,Default,,0000,0000,0000,,and here's another map which is a little Dialogue: 0,0:20:41.78,0:20:45.80,Default,,0000,0000,0000,,bit more more simple but at the same Dialogue: 0,0:20:44.24,0:20:47.69,Default,,0000,0000,0000,,time complicated because it's kind of Dialogue: 0,0:20:45.80,0:20:50.69,Default,,0000,0000,0000,,charting your narrative progression Dialogue: 0,0:20:47.69,0:20:52.01,Default,,0000,0000,0000,,through the game in a spatial way so I Dialogue: 0,0:20:50.69,0:20:54.47,Default,,0000,0000,0000,,think it's interesting that you can Dialogue: 0,0:20:52.01,0:20:56.48,Default,,0000,0000,0000,,think about the narrative as a series of Dialogue: 0,0:20:54.47,0:21:01.52,Default,,0000,0000,0000,,triggers in a spatial sense and you Dialogue: 0,0:20:56.48,0:21:02.90,Default,,0000,0000,0000,,could almost map this onto this so that Dialogue: 0,0:21:01.52,0:21:06.28,Default,,0000,0000,0000,,a narrative and space work together Dialogue: 0,0:21:02.90,0:21:08.84,Default,,0000,0000,0000,,that's a good example of that but blood Dialogue: 0,0:21:06.28,0:21:12.26,Default,,0000,0000,0000,,Jenkins always also talks about micro Dialogue: 0,0:21:08.84,0:21:16.09,Default,,0000,0000,0000,,narratives so these are narrative that Dialogue: 0,0:21:12.26,0:21:19.87,Default,,0000,0000,0000,,enters the game on the on like a kind of Dialogue: 0,0:21:16.09,0:21:23.60,Default,,0000,0000,0000,,local level on a kind of more specific Dialogue: 0,0:21:19.87,0:21:26.15,Default,,0000,0000,0000,,level and is more self-contained so he Dialogue: 0,0:21:23.60,0:21:28.34,Default,,0000,0000,0000,,uses the example of attractions in Dialogue: 0,0:21:26.15,0:21:31.31,Default,,0000,0000,0000,,pioneering Soviet filmmaker Sergei Dialogue: 0,0:21:28.34,0:21:34.28,Default,,0000,0000,0000,,Eisenstein's films and particularly his Dialogue: 0,0:21:31.31,0:21:36.29,Default,,0000,0000,0000,,film Battleship Potemkin so Eisenstein Dialogue: 0,0:21:34.28,0:21:38.24,Default,,0000,0000,0000,,used the word attractions broadly to Dialogue: 0,0:21:36.29,0:21:40.43,Default,,0000,0000,0000,,describe any element within a world work Dialogue: 0,0:21:38.24,0:21:42.74,Default,,0000,0000,0000,,that produces a profound emotional Dialogue: 0,0:21:40.43,0:21:44.39,Default,,0000,0000,0000,,impact and theorized that the themes of Dialogue: 0,0:21:42.74,0:21:49.40,Default,,0000,0000,0000,,the work could be communicated across Dialogue: 0,0:21:44.39,0:21:51.17,Default,,0000,0000,0000,,and through these discrete elements so Dialogue: 0,0:21:49.40,0:21:54.77,Default,,0000,0000,0000,,here's a few shots from battleship Dialogue: 0,0:21:51.17,0:21:57.14,Default,,0000,0000,0000,,potemkin here's the steps the OD this is Dialogue: 0,0:21:54.77,0:21:59.39,Default,,0000,0000,0000,,the Odessa steps sequence so this is Dialogue: 0,0:21:57.14,0:22:01.46,Default,,0000,0000,0000,,like the Tsar's army shooting upon the Dialogue: 0,0:21:59.39,0:22:03.02,Default,,0000,0000,0000,,peasantry which supposed to be sparked Dialogue: 0,0:22:01.46,0:22:04.76,Default,,0000,0000,0000,,or for the communist revolution it's a Dialogue: 0,0:22:03.02,0:22:06.50,Default,,0000,0000,0000,,kind of propaganda film but it's Dialogue: 0,0:22:04.76,0:22:08.42,Default,,0000,0000,0000,,interesting because it's the very early Dialogue: 0,0:22:06.50,0:22:09.75,Default,,0000,0000,0000,,days of film this was the guy who Dialogue: 0,0:22:08.42,0:22:12.21,Default,,0000,0000,0000,,created film editing Dialogue: 0,0:22:09.75,0:22:14.31,Default,,0000,0000,0000,,basically and within this one big Dialogue: 0,0:22:12.21,0:22:15.84,Default,,0000,0000,0000,,contested space like Henry Jenkins talks Dialogue: 0,0:22:14.31,0:22:17.76,Default,,0000,0000,0000,,about this as a contested space just Dialogue: 0,0:22:15.84,0:22:19.38,Default,,0000,0000,0000,,like in the video game you have all of Dialogue: 0,0:22:17.76,0:22:21.30,Default,,0000,0000,0000,,these little stories happening Dialogue: 0,0:22:19.38,0:22:23.88,Default,,0000,0000,0000,,the soldiers marching forward and firing Dialogue: 0,0:22:21.30,0:22:26.28,Default,,0000,0000,0000,,a pram rolling down the stairs after the Dialogue: 0,0:22:23.88,0:22:28.23,Default,,0000,0000,0000,,mother is killed someone who's calling Dialogue: 0,0:22:26.28,0:22:30.24,Default,,0000,0000,0000,,for peace getting shot there's a few Dialogue: 0,0:22:28.23,0:22:31.92,Default,,0000,0000,0000,,other little narratives and he talks Dialogue: 0,0:22:30.24,0:22:33.51,Default,,0000,0000,0000,,about these as micro narratives Dialogue: 0,0:22:31.92,0:22:37.29,Default,,0000,0000,0000,,something that's a useful way to think Dialogue: 0,0:22:33.51,0:22:41.37,Default,,0000,0000,0000,,about them so we have micro narrative as Dialogue: 0,0:22:37.29,0:22:43.98,Default,,0000,0000,0000,,cutscene so Henry Jenkins talks about Dialogue: 0,0:22:41.37,0:22:46.05,Default,,0000,0000,0000,,how these can often be cutscenes and Dialogue: 0,0:22:43.98,0:22:47.70,Default,,0000,0000,0000,,games these micro narratives but they Dialogue: 0,0:22:46.05,0:22:48.75,Default,,0000,0000,0000,,don't have to be and I think is Dialogue: 0,0:22:47.70,0:22:51.42,Default,,0000,0000,0000,,interesting that there's only one Dialogue: 0,0:22:48.75,0:22:54.77,Default,,0000,0000,0000,,significant cutscene in blood-borne and Dialogue: 0,0:22:51.42,0:22:58.41,Default,,0000,0000,0000,,it's when you touch Lawrence's skull and Dialogue: 0,0:22:54.77,0:23:01.83,Default,,0000,0000,0000,,they then see a flashback to William and Dialogue: 0,0:22:58.41,0:23:03.21,Default,,0000,0000,0000,,Lawrence having their falling out which Dialogue: 0,0:23:01.83,0:23:05.91,Default,,0000,0000,0000,,led to the creation of the healing Dialogue: 0,0:23:03.21,0:23:08.16,Default,,0000,0000,0000,,church as a really significant moment Dialogue: 0,0:23:05.91,0:23:09.57,Default,,0000,0000,0000,,and it's narratively motivated as well Dialogue: 0,0:23:08.16,0:23:11.49,Default,,0000,0000,0000,,so it's not I don't think a Dialogue: 0,0:23:09.57,0:23:13.17,Default,,0000,0000,0000,,hard-and-fast cutscene it's basically Dialogue: 0,0:23:11.49,0:23:15.24,Default,,0000,0000,0000,,like you're seeing what the character Dialogue: 0,0:23:13.17,0:23:17.79,Default,,0000,0000,0000,,sees at that point because his knowledge Dialogue: 0,0:23:15.24,0:23:23.39,Default,,0000,0000,0000,,is is coming from the skull and is Dialogue: 0,0:23:17.79,0:23:26.25,Default,,0000,0000,0000,,seeing a historical event play out and Dialogue: 0,0:23:23.39,0:23:27.57,Default,,0000,0000,0000,,and it's got an important bit of Dialogue: 0,0:23:26.25,0:23:29.07,Default,,0000,0000,0000,,information in it as well right it's got Dialogue: 0,0:23:27.57,0:23:31.41,Default,,0000,0000,0000,,a password that you need to progress Dialogue: 0,0:23:29.07,0:23:34.61,Default,,0000,0000,0000,,through the game so it's incredibly Dialogue: 0,0:23:31.41,0:23:38.04,Default,,0000,0000,0000,,Lingus of progression Dialogue: 0,0:23:34.61,0:23:40.89,Default,,0000,0000,0000,,there's also micro narrative as soy Dialogue: 0,0:23:38.04,0:23:43.35,Default,,0000,0000,0000,,quest I think so there's lots of side Dialogue: 0,0:23:40.89,0:23:45.24,Default,,0000,0000,0000,,quests in blood-borne their focus on Dialogue: 0,0:23:43.35,0:23:48.75,Default,,0000,0000,0000,,different interesting little side Dialogue: 0,0:23:45.24,0:23:50.37,Default,,0000,0000,0000,,characters and you have to trigger them Dialogue: 0,0:23:48.75,0:23:51.75,Default,,0000,0000,0000,,in very specific ways being at the right Dialogue: 0,0:23:50.37,0:23:53.10,Default,,0000,0000,0000,,place to open to the right people at the Dialogue: 0,0:23:51.75,0:23:55.50,Default,,0000,0000,0000,,right time Dialogue: 0,0:23:53.10,0:24:01.80,Default,,0000,0000,0000,,Eileen the crow is a good example I Dialogue: 0,0:23:55.50,0:24:03.45,Default,,0000,0000,0000,,think she very so Dialogue: 0,0:24:01.80,0:24:05.54,Default,,0000,0000,0000,,she tracks down hunters who have been Dialogue: 0,0:24:03.45,0:24:09.21,Default,,0000,0000,0000,,corrupted and have become blood-drunk Dialogue: 0,0:24:05.54,0:24:11.01,Default,,0000,0000,0000,,and you must speak to her at specific Dialogue: 0,0:24:09.21,0:24:13.26,Default,,0000,0000,0000,,moments and locations to continue her Dialogue: 0,0:24:11.01,0:24:15.15,Default,,0000,0000,0000,,quest including two occasions where you Dialogue: 0,0:24:13.26,0:24:17.82,Default,,0000,0000,0000,,have to help her kill their quarry in Dialogue: 0,0:24:15.15,0:24:19.29,Default,,0000,0000,0000,,very difficult fights furthermore it's Dialogue: 0,0:24:17.82,0:24:21.21,Default,,0000,0000,0000,,possible for her to become blood drunk Dialogue: 0,0:24:19.29,0:24:21.98,Default,,0000,0000,0000,,herself causing the player to fight her Dialogue: 0,0:24:21.21,0:24:23.93,Default,,0000,0000,0000,,in a Dialogue: 0,0:24:21.98,0:24:26.89,Default,,0000,0000,0000,,particularly tragic ending to her story Dialogue: 0,0:24:23.93,0:24:29.75,Default,,0000,0000,0000,,so this incredibly nuanced little story Dialogue: 0,0:24:26.89,0:24:31.61,Default,,0000,0000,0000,,more than any other in the game asks you Dialogue: 0,0:24:29.75,0:24:33.56,Default,,0000,0000,0000,,to question the morality of the hunt and Dialogue: 0,0:24:31.61,0:24:36.29,Default,,0000,0000,0000,,sprinkles a much needed touch of Dialogue: 0,0:24:33.56,0:24:37.64,Default,,0000,0000,0000,,humanity into the world but it's well Dialogue: 0,0:24:36.29,0:24:39.56,Default,,0000,0000,0000,,hidden and might play out very Dialogue: 0,0:24:37.64,0:24:41.00,Default,,0000,0000,0000,,differently from play as a player I Dialogue: 0,0:24:39.56,0:24:43.13,Default,,0000,0000,0000,,think it's a good example of what Dialogue: 0,0:24:41.00,0:24:44.69,Default,,0000,0000,0000,,Jenkins refers to as a micro narrative Dialogue: 0,0:24:43.13,0:24:46.46,Default,,0000,0000,0000,,because it's self-contained independent Dialogue: 0,0:24:44.69,0:24:49.16,Default,,0000,0000,0000,,from the larger plot and occurs on a Dialogue: 0,0:24:46.46,0:24:51.68,Default,,0000,0000,0000,,very personal level it's also indicative Dialogue: 0,0:24:49.16,0:24:53.99,Default,,0000,0000,0000,,of the incredible variability that can Dialogue: 0,0:24:51.68,0:24:55.85,Default,,0000,0000,0000,,be built into videogame stories and how Dialogue: 0,0:24:53.99,0:24:58.34,Default,,0000,0000,0000,,their outcomes and meanings can change Dialogue: 0,0:24:55.85,0:25:00.14,Default,,0000,0000,0000,,based on player choices actions and Dialogue: 0,0:24:58.34,0:25:01.73,Default,,0000,0000,0000,,other hidden triggers which makes them a Dialogue: 0,0:25:00.14,0:25:05.45,Default,,0000,0000,0000,,fascinating but difficult object of Dialogue: 0,0:25:01.73,0:25:08.45,Default,,0000,0000,0000,,study for academics moving on to Dialogue: 0,0:25:05.45,0:25:10.22,Default,,0000,0000,0000,,embedded narratives so in literary Dialogue: 0,0:25:08.45,0:25:11.60,Default,,0000,0000,0000,,studies the russian formalists made a Dialogue: 0,0:25:10.22,0:25:14.36,Default,,0000,0000,0000,,distinction between two different Dialogue: 0,0:25:11.60,0:25:18.23,Default,,0000,0000,0000,,aspects of narrative story and plot this Dialogue: 0,0:25:14.36,0:25:21.38,Default,,0000,0000,0000,,is a classic distinction so plot is the Dialogue: 0,0:25:18.23,0:25:23.90,Default,,0000,0000,0000,,way the work is presented on the page in Dialogue: 0,0:25:21.38,0:25:26.36,Default,,0000,0000,0000,,literature the way you read it where a Dialogue: 0,0:25:23.90,0:25:29.32,Default,,0000,0000,0000,,story is the actual chronological Dialogue: 0,0:25:26.36,0:25:31.58,Default,,0000,0000,0000,,sequence and reading is an act of Dialogue: 0,0:25:29.32,0:25:33.29,Default,,0000,0000,0000,,chronologically reassembling what you're Dialogue: 0,0:25:31.58,0:25:35.45,Default,,0000,0000,0000,,reading so the classic example was the Dialogue: 0,0:25:33.29,0:25:37.19,Default,,0000,0000,0000,,detective novel where you have two Dialogue: 0,0:25:35.45,0:25:39.83,Default,,0000,0000,0000,,stories somewhat Aeneas Lee the story of Dialogue: 0,0:25:37.19,0:25:42.94,Default,,0000,0000,0000,,the crime which is unknown at the start Dialogue: 0,0:25:39.83,0:25:45.98,Default,,0000,0000,0000,,and the story of the investigator which Dialogue: 0,0:25:42.94,0:25:48.02,Default,,0000,0000,0000,,you as a reader are mirror mirroring his Dialogue: 0,0:25:45.98,0:25:51.10,Default,,0000,0000,0000,,efforts are kind of like reassembling Dialogue: 0,0:25:48.02,0:25:54.05,Default,,0000,0000,0000,,the chronological sequence of the story Dialogue: 0,0:25:51.10,0:25:55.43,Default,,0000,0000,0000,,so according to Jenkins the does game Dialogue: 0,0:25:54.05,0:25:57.44,Default,,0000,0000,0000,,designer creates two different Dialogue: 0,0:25:55.43,0:25:59.78,Default,,0000,0000,0000,,narratives one relatively unstructured Dialogue: 0,0:25:57.44,0:26:01.61,Default,,0000,0000,0000,,and controlled by the player as they Dialogue: 0,0:25:59.78,0:26:04.13,Default,,0000,0000,0000,,explore the game space and unlock its Dialogue: 0,0:26:01.61,0:26:06.80,Default,,0000,0000,0000,,secrets the other pre structured but Dialogue: 0,0:26:04.13,0:26:09.17,Default,,0000,0000,0000,,embedded within the meson son awaiting Dialogue: 0,0:26:06.80,0:26:11.54,Default,,0000,0000,0000,,discovery the game world becomes a kind Dialogue: 0,0:26:09.17,0:26:14.06,Default,,0000,0000,0000,,of information space and memory palace I Dialogue: 0,0:26:11.54,0:26:15.98,Default,,0000,0000,0000,,really like this idea of games as a Dialogue: 0,0:26:14.06,0:26:19.82,Default,,0000,0000,0000,,memory palace it's like one of my Dialogue: 0,0:26:15.98,0:26:21.68,Default,,0000,0000,0000,,favorite quotes so I think though Dialogue: 0,0:26:19.82,0:26:23.99,Default,,0000,0000,0000,,there's a challenge of reconstructing Dialogue: 0,0:26:21.68,0:26:25.55,Default,,0000,0000,0000,,the story from plot in a game on two Dialogue: 0,0:26:23.99,0:26:27.59,Default,,0000,0000,0000,,levels which is a little bit different Dialogue: 0,0:26:25.55,0:26:29.39,Default,,0000,0000,0000,,to literature so firstly the game Dialogue: 0,0:26:27.59,0:26:31.04,Default,,0000,0000,0000,,resists your efforts to read it or Dialogue: 0,0:26:29.39,0:26:32.75,Default,,0000,0000,0000,,throwing challenges at you that you must Dialogue: 0,0:26:31.04,0:26:35.48,Default,,0000,0000,0000,,overcome in your quest for meaning as Dialogue: 0,0:26:32.75,0:26:37.87,Default,,0000,0000,0000,,jenkins says embedded narrative Canon Dialogue: 0,0:26:35.48,0:26:39.83,Default,,0000,0000,0000,,often does occur within contested spaces Dialogue: 0,0:26:37.87,0:26:41.63,Default,,0000,0000,0000,,secondly the story elements once Dialogue: 0,0:26:39.83,0:26:43.64,Default,,0000,0000,0000,,discovered must be mentally reassembled Dialogue: 0,0:26:41.63,0:26:45.77,Default,,0000,0000,0000,,to create a narrative pattern which is Dialogue: 0,0:26:43.64,0:26:47.93,Default,,0000,0000,0000,,close to the process of reading as the Dialogue: 0,0:26:45.77,0:26:50.18,Default,,0000,0000,0000,,process in literary studies and Dialogue: 0,0:26:47.93,0:26:54.98,Default,,0000,0000,0000,,philosophy called hermeneutics shouldn't Dialogue: 0,0:26:50.18,0:26:59.42,Default,,0000,0000,0000,,go into okay so that's an active Dialogue: 0,0:26:54.98,0:27:03.58,Default,,0000,0000,0000,,narrative so moving on to the final Dialogue: 0,0:26:59.42,0:27:07.76,Default,,0000,0000,0000,,category sorry not the final category Dialogue: 0,0:27:03.58,0:27:10.82,Default,,0000,0000,0000,,know that this finds some still the same Dialogue: 0,0:27:07.76,0:27:14.51,Default,,0000,0000,0000,,thing yeah yeah embedded narrative sorry Dialogue: 0,0:27:10.82,0:27:18.29,Default,,0000,0000,0000,,I've lost myself anyway so embedded Dialogue: 0,0:27:14.51,0:27:20.66,Default,,0000,0000,0000,,narratives in blood-borne so Jenkins Dialogue: 0,0:27:18.29,0:27:22.58,Default,,0000,0000,0000,,talks about embedded narratives don't Dialogue: 0,0:27:20.66,0:27:24.35,Default,,0000,0000,0000,,require branching story structures but Dialogue: 0,0:27:22.58,0:27:26.15,Default,,0000,0000,0000,,rather depend on scrambling the pieces Dialogue: 0,0:27:24.35,0:27:27.83,Default,,0000,0000,0000,,of linear story and allowing us to Dialogue: 0,0:27:26.15,0:27:30.56,Default,,0000,0000,0000,,reconstruct the plot through the acts of Dialogue: 0,0:27:27.83,0:27:33.17,Default,,0000,0000,0000,,detection speculation exploration and Dialogue: 0,0:27:30.56,0:27:35.00,Default,,0000,0000,0000,,decryption so in blood-borne a lot of Dialogue: 0,0:27:33.17,0:27:37.76,Default,,0000,0000,0000,,the plot is written into item Dialogue: 0,0:27:35.00,0:27:39.89,Default,,0000,0000,0000,,descriptions dialogue of hidden NPCs and Dialogue: 0,0:27:37.76,0:27:42.05,Default,,0000,0000,0000,,into the very architecture of the game Dialogue: 0,0:27:39.89,0:27:44.48,Default,,0000,0000,0000,,world itself here's an example the Dialogue: 0,0:27:42.05,0:27:47.60,Default,,0000,0000,0000,,yharnam stone which you gain from Dialogue: 0,0:27:44.48,0:27:48.89,Default,,0000,0000,0000,,defeating the two marion queen after a Dialogue: 0,0:27:47.60,0:27:51.44,Default,,0000,0000,0000,,very long Dialogue: 0,0:27:48.89,0:27:52.91,Default,,0000,0000,0000,,she's an optional boss in a very long Dialogue: 0,0:27:51.44,0:27:56.02,Default,,0000,0000,0000,,run of the chalice dungeons which Dialogue: 0,0:27:52.91,0:27:57.98,Default,,0000,0000,0000,,incredibly difficult to be and for ages Dialogue: 0,0:27:56.02,0:27:59.99,Default,,0000,0000,0000,,people were trying to figure out what Dialogue: 0,0:27:57.98,0:28:01.82,Default,,0000,0000,0000,,this did and it turned out it didn't do Dialogue: 0,0:27:59.99,0:28:05.87,Default,,0000,0000,0000,,anything it was just there to deliver Dialogue: 0,0:28:01.82,0:28:08.06,Default,,0000,0000,0000,,its little payload of narrative and be Dialogue: 0,0:28:05.87,0:28:10.13,Default,,0000,0000,0000,,really enigmatic basically it's if you Dialogue: 0,0:28:08.06,0:28:12.41,Default,,0000,0000,0000,,read the description it's the Queen lies Dialogue: 0,0:28:10.13,0:28:14.72,Default,,0000,0000,0000,,dead but her horrific consciousness is Dialogue: 0,0:28:12.41,0:28:17.51,Default,,0000,0000,0000,,only asleep and stirs in unsettling Dialogue: 0,0:28:14.72,0:28:20.81,Default,,0000,0000,0000,,motions and the item looks a bit like Dialogue: 0,0:28:17.51,0:28:26.12,Default,,0000,0000,0000,,it's got fetus kind of thing in it which Dialogue: 0,0:28:20.81,0:28:27.86,Default,,0000,0000,0000,,is a bit weird so I like to think of Dialogue: 0,0:28:26.12,0:28:30.02,Default,,0000,0000,0000,,this quality of video game storytelling Dialogue: 0,0:28:27.86,0:28:31.76,Default,,0000,0000,0000,,as dispersed narrative where the Dialogue: 0,0:28:30.02,0:28:33.14,Default,,0000,0000,0000,,narrative is just scattered around all Dialogue: 0,0:28:31.76,0:28:35.39,Default,,0000,0000,0000,,over the place and you have to kind of Dialogue: 0,0:28:33.14,0:28:40.25,Default,,0000,0000,0000,,go around and pick it up and put it back Dialogue: 0,0:28:35.39,0:28:43.45,Default,,0000,0000,0000,,together which I really like in games so Dialogue: 0,0:28:40.25,0:28:45.80,Default,,0000,0000,0000,,the final category is emergent narrative Dialogue: 0,0:28:43.45,0:28:48.02,Default,,0000,0000,0000,,so emergent narratives are not pretty Dialogue: 0,0:28:45.80,0:28:49.01,Default,,0000,0000,0000,,structured or pre-programmed taking Dialogue: 0,0:28:48.02,0:28:51.05,Default,,0000,0000,0000,,shape through the game Dialogue: 0,0:28:49.01,0:28:52.81,Default,,0000,0000,0000,,play yet they are not as unstructured Dialogue: 0,0:28:51.05,0:28:55.64,Default,,0000,0000,0000,,chaotic and frustrating as life itself Dialogue: 0,0:28:52.81,0:28:58.61,Default,,0000,0000,0000,,so they're kind of unpredictable within Dialogue: 0,0:28:55.64,0:29:00.62,Default,,0000,0000,0000,,limits so there are those stories that Dialogue: 0,0:28:58.61,0:29:02.18,Default,,0000,0000,0000,,occur through the partially Dialogue: 0,0:29:00.62,0:29:04.46,Default,,0000,0000,0000,,unpredictable interaction of players and Dialogue: 0,0:29:02.18,0:29:06.05,Default,,0000,0000,0000,,systems basically so the more systems a Dialogue: 0,0:29:04.46,0:29:08.78,Default,,0000,0000,0000,,game has the more opportunities there Dialogue: 0,0:29:06.05,0:29:10.67,Default,,0000,0000,0000,,are for emergent storytelling yet these Dialogue: 0,0:29:08.78,0:29:12.47,Default,,0000,0000,0000,,systems are designed to create certain Dialogue: 0,0:29:10.67,0:29:14.00,Default,,0000,0000,0000,,types of gameplay just as architecture Dialogue: 0,0:29:12.47,0:29:15.71,Default,,0000,0000,0000,,anticipates certain uses and Dialogue: 0,0:29:14.00,0:29:18.74,Default,,0000,0000,0000,,interactions so these are known as Dialogue: 0,0:29:15.71,0:29:21.50,Default,,0000,0000,0000,,affordances and Jenkins uses the example Dialogue: 0,0:29:18.74,0:29:23.39,Default,,0000,0000,0000,,of urban design so urban designers exert Dialogue: 0,0:29:21.50,0:29:25.31,Default,,0000,0000,0000,,even less control than game designers Dialogue: 0,0:29:23.39,0:29:26.99,Default,,0000,0000,0000,,over how people use the space as they Dialogue: 0,0:29:25.31,0:29:29.93,Default,,0000,0000,0000,,create or what kind of scenes they Dialogue: 0,0:29:26.99,0:29:31.79,Default,,0000,0000,0000,,staged there yet some kinds of expand Dialogue: 0,0:29:29.93,0:29:33.68,Default,,0000,0000,0000,,themselves more readily to narratively Dialogue: 0,0:29:31.79,0:29:40.73,Default,,0000,0000,0000,,memorable or emotionally meaningful Dialogue: 0,0:29:33.68,0:29:43.25,Default,,0000,0000,0000,,experiences than others so you can talk Dialogue: 0,0:29:40.73,0:29:44.48,Default,,0000,0000,0000,,about emergent narrative and blood-borne Dialogue: 0,0:29:43.25,0:29:47.36,Default,,0000,0000,0000,,I think one of the most interesting Dialogue: 0,0:29:44.48,0:29:49.37,Default,,0000,0000,0000,,elements is the online functionality of Dialogue: 0,0:29:47.36,0:29:52.58,Default,,0000,0000,0000,,the game which is like the Dark Souls Dialogue: 0,0:29:49.37,0:29:55.40,Default,,0000,0000,0000,,games before it quite interesting quite Dialogue: 0,0:29:52.58,0:29:59.39,Default,,0000,0000,0000,,a symmetric quite different to any other Dialogue: 0,0:29:55.40,0:30:01.16,Default,,0000,0000,0000,,game so in blood-borne players can leave Dialogue: 0,0:29:59.39,0:30:03.14,Default,,0000,0000,0000,,messages for one another which are Dialogue: 0,0:30:01.16,0:30:05.60,Default,,0000,0000,0000,,relayed into other players games by Dialogue: 0,0:30:03.14,0:30:07.88,Default,,0000,0000,0000,,interdimensional messengers these cute Dialogue: 0,0:30:05.60,0:30:09.29,Default,,0000,0000,0000,,little guys which I love and you can Dialogue: 0,0:30:07.88,0:30:13.10,Default,,0000,0000,0000,,give them top hats so that makes me Dialogue: 0,0:30:09.29,0:30:14.60,Default,,0000,0000,0000,,happy and players can also activate Dialogue: 0,0:30:13.10,0:30:16.76,Default,,0000,0000,0000,,blood spots that mark where other Dialogue: 0,0:30:14.60,0:30:18.56,Default,,0000,0000,0000,,players fell in battle to play a Dialogue: 0,0:30:16.76,0:30:20.60,Default,,0000,0000,0000,,silhouette of that players last moments Dialogue: 0,0:30:18.56,0:30:22.64,Default,,0000,0000,0000,,potentially offering an insight into Dialogue: 0,0:30:20.60,0:30:28.16,Default,,0000,0000,0000,,what lays ahead it's an example of that Dialogue: 0,0:30:22.64,0:30:30.23,Default,,0000,0000,0000,,there and you can most importantly ring Dialogue: 0,0:30:28.16,0:30:32.03,Default,,0000,0000,0000,,a little bell to summon other players Dialogue: 0,0:30:30.23,0:30:35.51,Default,,0000,0000,0000,,into your game to help you out or to Dialogue: 0,0:30:32.03,0:30:38.33,Default,,0000,0000,0000,,invade other players games and and not Dialogue: 0,0:30:35.51,0:30:41.06,Default,,0000,0000,0000,,leave them basically so there's that Dialogue: 0,0:30:38.33,0:30:42.71,Default,,0000,0000,0000,,element of kind of emergence there were Dialogue: 0,0:30:41.06,0:30:44.42,Default,,0000,0000,0000,,players interacting together and being Dialogue: 0,0:30:42.71,0:30:46.13,Default,,0000,0000,0000,,able to help each other out create their Dialogue: 0,0:30:44.42,0:30:48.65,Default,,0000,0000,0000,,own stories within the limits of the Dialogue: 0,0:30:46.13,0:30:50.90,Default,,0000,0000,0000,,game I think it's interesting that Dialogue: 0,0:30:48.65,0:30:52.85,Default,,0000,0000,0000,,whereas most games would put all of this Dialogue: 0,0:30:50.90,0:30:56.30,Default,,0000,0000,0000,,online function entities where it's like Dialogue: 0,0:30:52.85,0:30:58.19,Default,,0000,0000,0000,,choose to go online it's all there Dialogue: 0,0:30:56.30,0:30:59.78,Default,,0000,0000,0000,,within the narrative context of the game Dialogue: 0,0:30:58.19,0:31:01.61,Default,,0000,0000,0000,,you're ringing a bell Dialogue: 0,0:30:59.78,0:31:02.32,Default,,0000,0000,0000,,because blood-borne operates on a Dialogue: 0,0:31:01.61,0:31:04.51,Default,,0000,0000,0000,,parallel you Dialogue: 0,0:31:02.32,0:31:06.43,Default,,0000,0000,0000,,verse mechanic whether the sound of the Dialogue: 0,0:31:04.51,0:31:09.04,Default,,0000,0000,0000,,Bell creates a tumbler that kind of Dialogue: 0,0:31:06.43,0:31:11.14,Default,,0000,0000,0000,,links to the other players worlds and Dialogue: 0,0:31:09.04,0:31:17.38,Default,,0000,0000,0000,,cools them forth and it's all really Dialogue: 0,0:31:11.14,0:31:21.57,Default,,0000,0000,0000,,interesting here's a another picture so Dialogue: 0,0:31:17.38,0:31:24.79,Default,,0000,0000,0000,,many good pictures from blood-borne so Dialogue: 0,0:31:21.57,0:31:26.83,Default,,0000,0000,0000,,another aspect of the emerging behavior Dialogue: 0,0:31:24.79,0:31:29.41,Default,,0000,0000,0000,,relation to blood-borne is the fact that Dialogue: 0,0:31:26.83,0:31:32.53,Default,,0000,0000,0000,,this system has actually elevated itself Dialogue: 0,0:31:29.41,0:31:36.76,Default,,0000,0000,0000,,from out of the game and now and play is Dialogue: 0,0:31:32.53,0:31:39.52,Default,,0000,0000,0000,,kind of like trade information on wiki's Dialogue: 0,0:31:36.76,0:31:41.50,Default,,0000,0000,0000,,and using YouTube videos to try and Dialogue: 0,0:31:39.52,0:31:44.20,Default,,0000,0000,0000,,interpret the lore of the game to give Dialogue: 0,0:31:41.50,0:31:46.03,Default,,0000,0000,0000,,one another advice and I think that the Dialogue: 0,0:31:44.20,0:31:48.82,Default,,0000,0000,0000,,game creates a really positive Dialogue: 0,0:31:46.03,0:31:53.65,Default,,0000,0000,0000,,collaborative environment and and that's Dialogue: 0,0:31:48.82,0:31:55.60,Default,,0000,0000,0000,,a product of the way it's designed and Dialogue: 0,0:31:53.65,0:31:57.43,Default,,0000,0000,0000,,it's worth noting as well that such Dialogue: 0,0:31:55.60,0:31:59.38,Default,,0000,0000,0000,,emergent narrative elements based on Dialogue: 0,0:31:57.43,0:32:02.05,Default,,0000,0000,0000,,online interaction are completely Dialogue: 0,0:31:59.38,0:32:03.34,Default,,0000,0000,0000,,dependent on active servers and multiple Dialogue: 0,0:32:02.05,0:32:05.56,Default,,0000,0000,0000,,players experiencing the game Dialogue: 0,0:32:03.34,0:32:07.15,Default,,0000,0000,0000,,simultaneously so this type of narrative Dialogue: 0,0:32:05.56,0:32:09.82,Default,,0000,0000,0000,,interaction is perhaps the most unique Dialogue: 0,0:32:07.15,0:32:12.07,Default,,0000,0000,0000,,to video games and the most ephemeral Dialogue: 0,0:32:09.82,0:32:14.05,Default,,0000,0000,0000,,because it's based on things outside of Dialogue: 0,0:32:12.07,0:32:15.52,Default,,0000,0000,0000,,the game itself which i think is Dialogue: 0,0:32:14.05,0:32:17.26,Default,,0000,0000,0000,,something to bear in mind if you're Dialogue: 0,0:32:15.52,0:32:19.18,Default,,0000,0000,0000,,going to pull Gooding this talk later Dialogue: 0,0:32:17.26,0:32:24.84,Default,,0000,0000,0000,,which is about the preservation of such Dialogue: 0,0:32:19.18,0:32:27.64,Default,,0000,0000,0000,,games so why is all this important Dialogue: 0,0:32:24.84,0:32:29.26,Default,,0000,0000,0000,,I hope this talk offered an insight into Dialogue: 0,0:32:27.64,0:32:31.81,Default,,0000,0000,0000,,how narrative and gameplay can work Dialogue: 0,0:32:29.26,0:32:33.37,Default,,0000,0000,0000,,together and demonstrate how interesting Dialogue: 0,0:32:31.81,0:32:34.78,Default,,0000,0000,0000,,it is to think of game designers as a Dialogue: 0,0:32:33.37,0:32:36.76,Default,,0000,0000,0000,,narrative architects rather the Dialogue: 0,0:32:34.78,0:32:38.86,Default,,0000,0000,0000,,traditional storytellers I think Dialogue: 0,0:32:36.76,0:32:41.32,Default,,0000,0000,0000,,thinking of video games storytelling in Dialogue: 0,0:32:38.86,0:32:43.48,Default,,0000,0000,0000,,spatial terms using these four different Dialogue: 0,0:32:41.32,0:32:46.30,Default,,0000,0000,0000,,models presented by Henry Jenkins could Dialogue: 0,0:32:43.48,0:32:47.89,Default,,0000,0000,0000,,lead to more creative narratives so Dialogue: 0,0:32:46.30,0:32:49.96,Default,,0000,0000,0000,,jenkins says such a mixture of in Dialogue: 0,0:32:47.89,0:32:51.70,Default,,0000,0000,0000,,accident and embedded narrative elements Dialogue: 0,0:32:49.96,0:32:53.86,Default,,0000,0000,0000,,can allow for balance between the Dialogue: 0,0:32:51.70,0:32:56.44,Default,,0000,0000,0000,,flexibility of interactivity and the Dialogue: 0,0:32:53.86,0:32:58.69,Default,,0000,0000,0000,,coherence of pre authored narrative so Dialogue: 0,0:32:56.44,0:33:03.09,Default,,0000,0000,0000,,thus bringing together narratology and Dialogue: 0,0:32:58.69,0:33:03.09,Default,,0000,0000,0000,,lewd ology and there's an academic Dialogue: 0,0:33:03.46,0:33:07.89,Default,,0000,0000,0000,,that's pretty much here there's some Dialogue: 0,0:33:05.02,0:33:10.21,Default,,0000,0000,0000,,work cited there's a little bit about me Dialogue: 0,0:33:07.89,0:33:13.18,Default,,0000,0000,0000,,there's time for questions if anyone Dialogue: 0,0:33:10.21,0:33:15.84,Default,,0000,0000,0000,,wants to ask skinny you'll have to shout Dialogue: 0,0:33:13.18,0:33:27.01,Default,,0000,0000,0000,,them out and I'll have to repeat them Dialogue: 0,0:33:15.84,0:33:30.96,Default,,0000,0000,0000,,any questions well then there are plenty Dialogue: 0,0:33:27.01,0:33:30.96,Default,,0000,0000,0000,,of videos online for you to look at Dialogue: 0,0:33:52.44,0:33:55.10,Default,,0000,0000,0000,,yeah Dialogue: 0,0:34:03.75,0:34:24.10,Default,,0000,0000,0000,,yeah yeah okay just to reiterate for the Dialogue: 0,0:34:21.46,0:34:26.74,Default,,0000,0000,0000,,video in case that wasn't picked up how Dialogue: 0,0:34:24.10,0:34:29.02,Default,,0000,0000,0000,,how specific can you go with micro Dialogue: 0,0:34:26.74,0:34:32.80,Default,,0000,0000,0000,,narratives is a little kind of tableau Dialogue: 0,0:34:29.02,0:34:35.74,Default,,0000,0000,0000,,in a corner of a room a micro narrative Dialogue: 0,0:34:32.80,0:34:38.83,Default,,0000,0000,0000,,and is any action a player takes through Dialogue: 0,0:34:35.74,0:34:40.54,Default,,0000,0000,0000,,space in a sequence a micro narrative it Dialogue: 0,0:34:38.83,0:34:42.55,Default,,0000,0000,0000,,could be like Jenkins gives the example Dialogue: 0,0:34:40.54,0:34:44.41,Default,,0000,0000,0000,,of like playing a football game and Dialogue: 0,0:34:42.55,0:34:45.76,Default,,0000,0000,0000,,giving a getting a touchdown as being a Dialogue: 0,0:34:44.41,0:34:47.80,Default,,0000,0000,0000,,micro narrative because it's something Dialogue: 0,0:34:45.76,0:34:49.63,Default,,0000,0000,0000,,that you can lift out of context and you Dialogue: 0,0:34:47.80,0:34:53.20,Default,,0000,0000,0000,,know have it as a self-contained little Dialogue: 0,0:34:49.63,0:34:54.97,Default,,0000,0000,0000,,thing and I think totally those little Dialogue: 0,0:34:53.20,0:34:57.64,Default,,0000,0000,0000,,bits of environmental storytelling where Dialogue: 0,0:34:54.97,0:35:00.88,Default,,0000,0000,0000,,you get a little tableau almost or still Dialogue: 0,0:34:57.64,0:35:03.70,Default,,0000,0000,0000,,like you said a still-life can totally Dialogue: 0,0:35:00.88,0:35:05.23,Default,,0000,0000,0000,,be like a micro narrative so I don't Dialogue: 0,0:35:03.70,0:35:07.87,Default,,0000,0000,0000,,think there's any hard and fast rule to Dialogue: 0,0:35:05.23,0:35:09.73,Default,,0000,0000,0000,,it I just think it's a really Dialogue: 0,0:35:07.87,0:35:14.20,Default,,0000,0000,0000,,interesting way to frame those kind of Dialogue: 0,0:35:09.73,0:35:17.11,Default,,0000,0000,0000,,things but yeah I mean the problem with Dialogue: 0,0:35:14.20,0:35:18.76,Default,,0000,0000,0000,,these kind of taxonomy is right is they Dialogue: 0,0:35:17.11,0:35:19.75,Default,,0000,0000,0000,,create divisions between things whereas Dialogue: 0,0:35:18.76,0:35:21.48,Default,,0000,0000,0000,,actually I think there's quite a lot of Dialogue: 0,0:35:19.75,0:35:23.50,Default,,0000,0000,0000,,overlap between these four categories Dialogue: 0,0:35:21.48,0:35:26.53,Default,,0000,0000,0000,,obviously I can't go into that because Dialogue: 0,0:35:23.50,0:35:27.88,Default,,0000,0000,0000,,20 minutes is enough to just think of a Dialogue: 0,0:35:26.53,0:35:30.91,Default,,0000,0000,0000,,taste of always talking about rather Dialogue: 0,0:35:27.88,0:35:35.74,Default,,0000,0000,0000,,than actually you know explore how Dialogue: 0,0:35:30.91,0:35:38.28,Default,,0000,0000,0000,,they're interconnected as well any other Dialogue: 0,0:35:35.74,0:35:38.28,Default,,0000,0000,0000,,questions Dialogue: 0,0:35:41.14,0:35:44.14,Default,,0000,0000,0000,,yeah Dialogue: 0,0:36:13.10,0:36:19.66,Default,,0000,0000,0000,,big influence Dialogue: 0,0:36:16.74,0:36:24.07,Default,,0000,0000,0000,,okay cool so the question is like about Dialogue: 0,0:36:19.66,0:36:26.05,Default,,0000,0000,0000,,kind of Lovecraft being used more and Dialogue: 0,0:36:24.07,0:36:30.55,Default,,0000,0000,0000,,more and what other kind of originators Dialogue: 0,0:36:26.05,0:36:32.38,Default,,0000,0000,0000,,of kind of genres and and tropes can be Dialogue: 0,0:36:30.55,0:36:35.74,Default,,0000,0000,0000,,used or are being used I think it's Dialogue: 0,0:36:32.38,0:36:39.58,Default,,0000,0000,0000,,interesting that blood that kind of love Dialogue: 0,0:36:35.74,0:36:41.11,Default,,0000,0000,0000,,craft is such a popular thing for the Dialogue: 0,0:36:39.58,0:36:43.51,Default,,0000,0000,0000,,bass games on and things you can't Dialogue: 0,0:36:41.11,0:36:44.80,Default,,0000,0000,0000,,actually throw a rock I don't know why Dialogue: 0,0:36:43.51,0:36:47.05,Default,,0000,0000,0000,,you'd be throwing rock we can't throw a Dialogue: 0,0:36:44.80,0:36:48.88,Default,,0000,0000,0000,,rock these days without hitting the Dialogue: 0,0:36:47.05,0:36:51.19,Default,,0000,0000,0000,,board game with a Lovecraftian theme Dialogue: 0,0:36:48.88,0:36:52.75,Default,,0000,0000,0000,,right and the main reason for that is it Dialogue: 0,0:36:51.19,0:36:54.37,Default,,0000,0000,0000,,cool but the secondary and Dialogue: 0,0:36:52.75,0:36:57.55,Default,,0000,0000,0000,,closely-related reason to that is it's Dialogue: 0,0:36:54.37,0:37:01.30,Default,,0000,0000,0000,,um isn't it's out of copyright so anyone Dialogue: 0,0:36:57.55,0:37:03.64,Default,,0000,0000,0000,,can just use it and so I think like the Dialogue: 0,0:37:01.30,0:37:06.25,Default,,0000,0000,0000,,more it's then used like the more people Dialogue: 0,0:37:03.64,0:37:08.71,Default,,0000,0000,0000,,become familiar with it and the more it Dialogue: 0,0:37:06.25,0:37:10.27,Default,,0000,0000,0000,,gets used but I think the interesting Dialogue: 0,0:37:08.71,0:37:13.09,Default,,0000,0000,0000,,thing with blood-borne is it doesn't Dialogue: 0,0:37:10.27,0:37:16.87,Default,,0000,0000,0000,,explicitly use it it's all very subtle Dialogue: 0,0:37:13.09,0:37:19.38,Default,,0000,0000,0000,,is like Miyazaki's use of kind of Dialogue: 0,0:37:16.87,0:37:21.49,Default,,0000,0000,0000,,western fantasy tropes in Dark Souls Dialogue: 0,0:37:19.38,0:37:23.35,Default,,0000,0000,0000,,they're there but they're kind of Dialogue: 0,0:37:21.49,0:37:25.75,Default,,0000,0000,0000,,filtered through his kind of unique Dialogue: 0,0:37:23.35,0:37:29.47,Default,,0000,0000,0000,,sensibilities and his kind of cultural Dialogue: 0,0:37:25.75,0:37:31.72,Default,,0000,0000,0000,,influences and he uses I can't remember Dialogue: 0,0:37:29.47,0:37:33.87,Default,,0000,0000,0000,,the terminology now but his specifically Dialogue: 0,0:37:31.72,0:37:36.70,Default,,0000,0000,0000,,said that he uses a lot of Japanese Dialogue: 0,0:37:33.87,0:37:39.61,Default,,0000,0000,0000,,philosophical concepts about Dialogue: 0,0:37:36.70,0:37:41.19,Default,,0000,0000,0000,,impermanence which is really interesting Dialogue: 0,0:37:39.61,0:37:43.06,Default,,0000,0000,0000,,it's really interesting to read Dialogue: 0,0:37:41.19,0:37:44.98,Default,,0000,0000,0000,,interviews with him because he clearly Dialogue: 0,0:37:43.06,0:37:47.95,Default,,0000,0000,0000,,you know is very intelligent man and Dialogue: 0,0:37:44.98,0:37:51.18,Default,,0000,0000,0000,,clip who knows what he's doing and I Dialogue: 0,0:37:47.95,0:37:54.67,Default,,0000,0000,0000,,think in terms of other kind of Dialogue: 0,0:37:51.18,0:37:57.25,Default,,0000,0000,0000,,originators of important myth AUSA's I Dialogue: 0,0:37:54.67,0:37:59.74,Default,,0000,0000,0000,,guess Sherlock Holmes like you know I Dialogue: 0,0:37:57.25,0:38:02.44,Default,,0000,0000,0000,,think Arthur Conan Doyle his his work Dialogue: 0,0:37:59.74,0:38:03.100,Default,,0000,0000,0000,,gets used a lot and is being used more Dialogue: 0,0:38:02.44,0:38:06.27,Default,,0000,0000,0000,,and more in videogames I think is Dialogue: 0,0:38:03.100,0:38:08.26,Default,,0000,0000,0000,,another interesting talk to be had about Dialogue: 0,0:38:06.27,0:38:10.51,Default,,0000,0000,0000,,because I mentioned a little bit there Dialogue: 0,0:38:08.26,0:38:13.12,Default,,0000,0000,0000,,about kind of detective fiction and Dialogue: 0,0:38:10.51,0:38:14.62,Default,,0000,0000,0000,,videogames because obviously detective Dialogue: 0,0:38:13.12,0:38:16.72,Default,,0000,0000,0000,,fiction is a really good example of how Dialogue: 0,0:38:14.62,0:38:18.34,Default,,0000,0000,0000,,story and plot works but it's a little Dialogue: 0,0:38:16.72,0:38:20.32,Default,,0000,0000,0000,,bit harder to do in videogames and when Dialogue: 0,0:38:18.34,0:38:25.12,Default,,0000,0000,0000,,videogames normally do detective stories Dialogue: 0,0:38:20.32,0:38:27.40,Default,,0000,0000,0000,,because they could be so procedural it Dialogue: 0,0:38:25.12,0:38:29.02,Default,,0000,0000,0000,,can easily get out of hand Dialogue: 0,0:38:27.40,0:38:31.15,Default,,0000,0000,0000,,be difficult they normally kind of Dialogue: 0,0:38:29.02,0:38:33.67,Default,,0000,0000,0000,,systemize that so you had something like Dialogue: 0,0:38:31.15,0:38:35.17,Default,,0000,0000,0000,,murdered soul suspect where you weren't Dialogue: 0,0:38:33.67,0:38:37.03,Default,,0000,0000,0000,,really solving a mystery were just Dialogue: 0,0:38:35.17,0:38:39.85,Default,,0000,0000,0000,,collecting little bits of things and Dialogue: 0,0:38:37.03,0:38:42.97,Default,,0000,0000,0000,,putting them together and it's I'm yet Dialogue: 0,0:38:39.85,0:38:44.77,Default,,0000,0000,0000,,to see like a detective game done really Dialogue: 0,0:38:42.97,0:38:47.05,Default,,0000,0000,0000,,well I think that gives that the player Dialogue: 0,0:38:44.77,0:38:49.24,Default,,0000,0000,0000,,the freedom to try and work it out Dialogue: 0,0:38:47.05,0:38:50.74,Default,,0000,0000,0000,,itself but that's the other one I could Dialogue: 0,0:38:49.24,0:38:52.99,Default,,0000,0000,0000,,think of is at the top of my head is Dialogue: 0,0:38:50.74,0:39:06.73,Default,,0000,0000,0000,,Sherlock Holmes and do you have any in Dialogue: 0,0:38:52.99,0:39:08.80,Default,,0000,0000,0000,,mind yeah another one Dialogue: 0,0:39:06.73,0:39:11.26,Default,,0000,0000,0000,,I'll give you which is a little bit more Dialogue: 0,0:39:08.80,0:39:13.69,Default,,0000,0000,0000,,highbrow but I think does creep into Dialogue: 0,0:39:11.26,0:39:16.81,Default,,0000,0000,0000,,things is George annuity of all gays who Dialogue: 0,0:39:13.69,0:39:20.11,Default,,0000,0000,0000,,is an Argentinean a proto sci-fi writer Dialogue: 0,0:39:16.81,0:39:23.44,Default,,0000,0000,0000,,he came up with some amazing incredible Dialogue: 0,0:39:20.11,0:39:25.42,Default,,0000,0000,0000,,mind-blowing ideas that play that you Dialogue: 0,0:39:23.44,0:39:26.71,Default,,0000,0000,0000,,know you read one of his stories and it Dialogue: 0,0:39:25.42,0:39:29.20,Default,,0000,0000,0000,,will change the way that you look at the Dialogue: 0,0:39:26.71,0:39:32.26,Default,,0000,0000,0000,,world forever his brilliant and I find Dialogue: 0,0:39:29.20,0:39:34.27,Default,,0000,0000,0000,,I'm finding that his ideas are creeping Dialogue: 0,0:39:32.26,0:39:36.10,Default,,0000,0000,0000,,into games and popular culture a little Dialogue: 0,0:39:34.27,0:39:38.47,Default,,0000,0000,0000,,bit more now Dialogue: 0,0:39:36.10,0:39:42.37,Default,,0000,0000,0000,,try I can't think of an example for the Dialogue: 0,0:39:38.47,0:39:44.65,Default,,0000,0000,0000,,top of my head but could you think of Dialogue: 0,0:39:42.37,0:39:51.82,Default,,0000,0000,0000,,one cool I know you like tall guys as Dialogue: 0,0:39:44.65,0:39:54.96,Default,,0000,0000,0000,,well oh yeah he's that oh yeah joseph Dialogue: 0,0:39:51.82,0:39:54.96,Default,,0000,0000,0000,,conrad's yeah Dialogue: 0,0:39:55.92,0:40:01.06,Default,,0000,0000,0000,,spec up to the line yes spec up the line Dialogue: 0,0:39:59.29,0:40:07.24,Default,,0000,0000,0000,,is an adaptation of the heart of Dialogue: 0,0:40:01.06,0:40:08.59,Default,,0000,0000,0000,,darkness by Joseph Conrad yeah yeah yeah Dialogue: 0,0:40:07.24,0:40:11.11,Default,,0000,0000,0000,,videogames are becoming a little bit Dialogue: 0,0:40:08.59,0:40:13.75,Default,,0000,0000,0000,,more literary and a little bit more you Dialogue: 0,0:40:11.11,0:40:15.46,Default,,0000,0000,0000,,know encouraged to kind of like newest Dialogue: 0,0:40:13.75,0:40:22.33,Default,,0000,0000,0000,,literary sources and and play around Dialogue: 0,0:40:15.46,0:40:27.13,Default,,0000,0000,0000,,with them good anyone else probably try Dialogue: 0,0:40:22.33,0:40:28.93,Default,,0000,0000,0000,,and wrap up time as its yes okay we Dialogue: 0,0:40:27.13,0:40:33.33,Default,,0000,0000,0000,,should probably wrap up but I hope you Dialogue: 0,0:40:28.93,0:40:33.33,Default,,0000,0000,0000,,enjoyed that and it wasn't it was okay Dialogue: 0,0:40:44.97,0:40:47.03,Default,,0000,0000,0000,,you