Narrative Design Storytelling in Games Do you have
















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Narrative Design Storytelling in Games
“ Do you have a favourite story moment in games? What do you like about that moment? What stood out to you?
What is Narrative Design? Narrative design is creating an inhabitable fictional space through game mechanics, sensations (art/graphics, sound, etc. ), and conventions. Narrative design ≠ story (necessarily) What flow is to gameplay, emersion is to narrative design
All good games have a narrative. Not all games have a story.
What does a narrative designer do? Narrative designers create the opportunity for the player to have an experience. They set up the dominoes for the player to knock over. Their job is to define what “being there” means for each particular game and experience, and how to engage with its world. They translate to a player the intention and/or meaning of what the player is seeing, doing, and feeling.
Thinking in Action Narrative designers must think in actions, first and foremost. Video games are a unique medium because its participants are actively involved within the world. You are not telling a story—you’re crafting an experience!
Let’s make a game What do we want them to see? What do we want them to do? Creepy, gothic fantasy Complex, skillful combat What do we want them to feel? Tension, dread, accomplishment
Ta Da!
Let’s make a game What do we want them to see? What do we want them to do? Vast, vibrant landscape Explore What do we want them to feel? Adventure, wonder, inventiveness
Congratulations!
Player Choice and agency When designing narrative or writing for a video game, it’s crucial to remember that the most important story is the one that the player will be telling themselves as they play. It is from this principle that we are able to create the illusion of player choice and agency.
The Illusion of Player Choice Why is player choice important? How is it an illusion?
What is Ludo-Narrative Dissonance? Ludo-narrative dissonance is when the narrative and gameplay of a game contradict each other, creating a state of confusion and inconsistency for the player.
Example: Choosing to be a Blood Mage in Dragon Age and having none of your Chantry-loving Apostate-hating Maleficar-fearing companions comment on it
In short, a Narrative Designer answers questions before the player can ask them. Game Writers take the context that the Narrative Designers have provided and fill them up. Players inhabit the game space that the narrative designers and game writers have created and tell their own story.
“ Gameplay is what we do. Story is why we do it.