Entrevistas a profesionales

DIALOGUE WITH SAM BARLOW

The Third Participant.
Marta Martín Núñez, Víctor Navarro Remesal

During a two-hour dialogue between New York, Barcelona and Valencia, Sam Barlow shared with us his broad experience within the video game industry and also as an independent creator, as well as his creative approaches to designing deep and complex stories and narratives that leave their articulation in the hands of the players.

Sam Barlow’s games are strange hybrid productions that can be thought of as narrative video games, interactive fictions or, even, interactive movies. However, despite the unclassifiable nature of his projects, there is an agreement among players, critics and academics alike to recognise in his work forms that renew the relationship between narrative and games and open up new perspectives and approaches. His first title as an independent designer and writer, Her Story (2015), was an immediate success, which was endorsed by several industry awards, including three BAFTA Games Awards.

This interview has been published in English and Spanish in L’Atalante journal.

EL DISEÑO NARRATIVO EN EL VIDEOJUEGO ESPAÑOL

Ilusionistas digitales.
Marta Martín Núñez, Víctor Navarro Remesal

(Des)encuentros plantea una serie de cuestiones clave para comprender las diferentes vertientes vinculadas al diseño narrativo de videojuegos centrado en la industria española en forma de diálogo entre profesionales de diferentes áreas, Tatiana Delgado (Call of the Sea, Out of the Blue Games, 2020), Josué Monchán (Blacksad: Under the Skin, Pendulo Studios, 2019), Clara Pellejer (Anyone’s Diary, World Domination Project Studio, 2019) y Adrián Castro (League of Legends, Riot Games, 2019), conversan con los académicos Víctor Navarro Remesal y Marta Martín Núñez.

El diseño narrativo de videojuegos, más allá de lo que consideraríamos la narrativa estricta vinculada al desarrollo de los acontecimientos, se sitúa en el corazón del diseño conceptual del videojuego, en estrecha vinculación con otros ámbitos como el diseño de mecánicas, puzles y niveles, las posibilidades de agencia e interacción del jugador, el arte conceptual del juego, o las posibilidades tecnológicas.

Esta entrevista ha sido publicada en castellano e inglés en la revista académica L’Atalante.