100,000 views. For some it may not seem like much, but for an essayist writing on about what is still a niche subject, it seems like cause for celebration. Thank you for making it possible. A writer writing in solitude, while a fulfilling exercise, is ultimately an incomplete act – it is the reader that lifts words from the screen and reconstructs new possible meanings from them. So for those who have stayed to glean a quote, skim a passage, take in a page, a piece, or a series – My sincere and heartfelt gratitude. I hope that you come away as inspired by these tales as I did. In light of this milestone and with the debut of Ekostories’ revamped look (Cocoa’s fantastic typography is what persuaded me to switch over), I thought it would be good to do a retrospective on some of the stories featured over the past two and a half years. This following piece serves both as an introduction for new visitors and to longtime readers interested in revisiting older pieces. Enjoy!
Sticking to last weeks’s topic on music and sound in storytelling, I wanted to share a series of development videos around Flower, a videogame released in 2009 by thatgamecompany. It’s one of my personal favourites, and in these videos, music composer Vincent Diamante and sound designer Steve Johnson talk about their experiences crafting an emotionally resonant narrative for a game without text, speech, or even characters. Take a look:
Human beings are visual creatures; our eyes and brains work in concert to extract patterns and meanings through the narrow visible spectrum. Vivid imagery can speak to us in a wordless tongue, reaching deep into our hearts and minds to make us see the world and ourselves in a new light. Because they are more open to interpretation than words, visual narratives can be less confrontational and more accessible. This week’s Reconnect highlights three past Ekostories which utilize aesthetics as a way to engage viewers to think more deeply about humanity’s relationships with the environment.
As a fan of video games ever since I was introduced to Pac-Man and Dig Dug by my uncle at the age of three, it pains me to admit that most gaming stories are in fact quite terrible; many of them are riddled with cringe-worthy clichés and written expressly to stimulate and titillate. It’s understandable and almost forgivable: Crafting good stories takes time and effort. It is not often a high priority for most game developers when they are justifiably concentrating their energies on things that make games playable: interesting level design, enjoyable game mechanics, user-friendly controls. As a result, few games have stories that approach the quality of ones routinely found in more established mediums such as literature and film; fewer still deal with environmental themes, ideas, and connections of any depth. But once in a while, something comes along and fuses interactivity, the unique strength of the medium, with a compelling narrative to create an affective and emotional experience about the relationship of humanity and nature. Flower, released by thatgamecompany, is one of …