Why unmemory?

Just as in other projects I could determine the exact “eureka” moment, in the case of unmemory it is almost impossible. I have no record of that epiphanous moment. Most likely, the idea did not come up suddenly, but settled gradually.

It could have been during 2016, where I remember researching new ways of telling stories. I have always been attracted to the new, to everything that explores the limits of storytelling and those days I remember that I was following Lance Weiler who opened my eyes to a world of possibilities.

I remember being fascinated by Pry Novella (Tender Claws) who took me to 80 Days (Inkle Studios), and from there to Device 6 (Simogo) then to Her Story (Sam Barlow) to Framed (Loveshack)… Lots of examples of narrative experiences that mixed game and story, that explored new ways of storytelling or pushed the boundaries of what games could be.

On the other hand, I have always liked books. Beyond good stories, I admit I have a weakness for new formats, object books and everything that on printed paper seeks to take the reading experience a little further. I find it curious that, being such a powerful vehicle for storytelling, books have evolved so little. Maybe that’s why I like experimental books like The House of Leaves by Mark E. Danielewski or S. de J.J. Abrams and Doug Dorst, or those who propose you a challenge like Masquarade by Kit Williams, Maze by Christopher Manson or The Clock Without A Face by Mac Barnett, or those who invite you to investigate beyond their pages such as Cathy’s Book series.

All that boils in my head when I decide to start. I want to do something within my reach (I can write, but I cannot design or program) and that, in a certain way, allows me to test whether there is a future for us in the game industry. Because I have always loved creative work (as in advertising), but somehow I feel like I should try creating a product by myself. After many years telling clients what they have to do to create and connect with an audience, now maybe it’s my turn to do it and put everything I have learned into practice. 

We love books and their power to make our imagination fly. But it seems that nowadays there is less and less people who read. So we thought on how could we improve the reading experience and since we’ve always admired the way games immerse us in a story we we thought it could be a good idea to mix both worlds, games and literature. Take advantage of the best of both worlds: the ability of the written word to spring our imagination and the potential of game mechanics and interactions to make us feel involved.  And so, without giving it much more thought, I decide to start writing hoping unmemory can broaden the view of what games and books could be, and hopefully makes more people read (and play)

But it turned out it wasn’t that simple.