December 15, 2021
chapter seventeen of The art of game design: a book of lenses by Jesse Schell
In chapter seventeen of "The art of game design: a book of lenses", Jesse writes about the importance of Transmedia worlds, and how it can enrich a player's experience.
first what is a transmedia world?
"Henry Jenkins coined the term transmedia worlds to refer to fantasy worlds that can be entered through many different media — print, video, animation, toys, games, and many others."
Basically, it's the same world, over different forms of media.
I feel like this is not only important for the players, but also for the game designer. For example, if you are creating a world based on a story, and only a written story, then it's going to be hard to design the world you are trying to create, hence why we create sketches of the world.
Also if the game designer has a clear transmedia world, the players then have an easier time creating their own, hence creating a funner and memorable experience.
But as the book states "They facilitate the telling of many stories", which can be hard when making a game, as usually, you have a beginning and an end, so in order to facilitate the telling of many stories, you must keep a sense of mystery, or leave room for the players to create their own story.
for example, giving the player's character a scar or a limp, if not explained the player may make up their own stories and adventure, giving the scar or limp a reason for being there, and expanding on the game's transmedia world.
Brzezinshi, J. 2009, Schell, Jesse. The art of game design: a book of lenses.(Brief article), American Library Association CHOICE.