Xavier Boissarie
Interactive applications producer
France
   
Xavier Boissarie has been involved in the PC gaming industry as a game designer for 12 years and as a programmer for 5 years. Passionately exploring mechanisms of game and life, he makes interpretations and implements them into his personal projects. In 1994, "Athanor" unfolds in a city structured as a human brain; in 1995 "Kulbuto" is populated by complex characters; in 1997 "Sierra Sangre" brings out characters guided by their emotions; and in 1999, the "mobile sculptures" installation on display at the Cité des Sciences, creates a living sculpture via a combination of animated objects. Currently in development: an imaginary ballroom where dancers’ movements generate the music.

Contribution: 
Game Experience: an Auto Narrative

A game, like a fiction movie, is a machine to create emotions. They both give structure to the progression of the emotions, but following different courses; the movie organises the spectator’s progression through an unchanging pre-structured narrative, whereas the game has a much looser framework, its temporal structure defining a whole set of possible outcomes. The player takes part in the narrative by means of his own action and choices.
The creation of a game is not necessarily based on a storyline, but rather on the structure of a stage space (the playground) and a field of actions assigned to the player within this space (the rules). The game therefore becomes a matrix of stories. In “Le Bal”, I leave a lot of freedom of action to the player, but also to each actor in the game. In this way, I am trying to expand the space of possibilities on a reduced stage to make each instant more dense and singular. Like a dancer in a ball, the player is an actor in a drama where he has no control over the rules. The result of this meeting is not only a personal experience, but also a performance.