<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Malstrom's Articles News]]></provider_name><provider_url><![CDATA[https://seanmalstrom.wordpress.com]]></provider_url><author_name><![CDATA[seanmalstrom]]></author_name><author_url><![CDATA[https://seanmalstrom.wordpress.com/author/seanmalstrom/]]></author_url><title><![CDATA[Email: Mario and his&nbsp;contents]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><em>I just have one question.  How is &#8220;content&#8221; different from narrative, in this piece?</em></p>
<p>Content is the value and experience the customer gets.</p>
<p>Narrative is more about *how* the game is emitted.</p>
<p>For example, early Star Trek&#8217;s &#8220;narrative&#8221; would be the sci-fi settings and lore. But the true content, the experience in the customer&#8217;s mind, was a naval experience not unlike Horatio Hornblower.</p>
<p>Like with Metroid, the &#8216;narrative&#8217; could be the lore or mythology of the game. But the true &#8216;content&#8217; of what is going on in the customer&#8217;s mind is something closer to the movie of Alien or Aliens.</p>
<p>My entire goal with that type of post of &#8220;Mario and his Content&#8221; was to move the magnifying glass away from the game and more towards the customer&#8217;s mind and imagination as that is where I believe where the magic occurs. I am trying to figure out why some games made us feel &#8216;awe&#8217; while other games do not. Mario is as familiar a series than any other, so why not start there?</p>
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