The value of story; quantifiable results
I am sorry to say that I am not talking about exalted storytelling, nor classical narratives. What I came across was someone trying to approach story as a feature with a quantifiable benefit. [LINK] This is a hard task, but the writer of the piece had an ace up his sleeve. He cited a project that specifically dealt with discovering how much value a simple story, a little 'narrative context', can add to simple items. As a narrative designer, I was fascinated by the idea that someone could put a figure on the value of story. This fascination turned to shock and amazement when I saw what those figures were...
That is a profit margin of about 2,450% for those of you doing the maths in your head. The figures are heavily inflated by the fact that the original items are fairly worthless (the average value before the story is about $1.50), but it tells you a lot about how much weight people place on any sense of story. These objects were no longer random junk, but the centre of a story.
They were essentially buying themselves a modern version of the relics of heroes, when you think about it. A signet ring from ancient Rome is a sorry thing, for instance. Hundreds are in circulation and you can buy them for about the value of the metal they are made from. If that Ring was once worn by Julius Caesar, or even Brutus, then it is a part of the legend and suddenly it should be insured for a fair sight more.
When we write a story, its 'focus object' is the game, a mass-produced thing of zeroes and ones that is shared by thousands of players. Value is lost, but we give them something else; we give them the legend as a living thing, we give them the starring role for a time. If we do it right, maybe one day we can add 2,450% to the value of the game.
As of last week, about 80 bits of written context had turned $112.02 into $2,857.22.
That is a profit margin of about 2,450% for those of you doing the maths in your head. The figures are heavily inflated by the fact that the original items are fairly worthless (the average value before the story is about $1.50), but it tells you a lot about how much weight people place on any sense of story. These objects were no longer random junk, but the centre of a story.
They were essentially buying themselves a modern version of the relics of heroes, when you think about it. A signet ring from ancient Rome is a sorry thing, for instance. Hundreds are in circulation and you can buy them for about the value of the metal they are made from. If that Ring was once worn by Julius Caesar, or even Brutus, then it is a part of the legend and suddenly it should be insured for a fair sight more.
When we write a story, its 'focus object' is the game, a mass-produced thing of zeroes and ones that is shared by thousands of players. Value is lost, but we give them something else; we give them the legend as a living thing, we give them the starring role for a time. If we do it right, maybe one day we can add 2,450% to the value of the game.

