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Narrative in Games Print

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Telling stories interactively.

WHAT MAKES GAME NARRATIVE DIFFERENT

The player acts, so the story must accommodate agency.

WHAT THE APPROACHES ARE

Linear story delivered between play Branching narrative with player choice Environmental storytelling, told through the world Emergent narrative, arising from systems

WHAT ENVIRONMENTAL STORYTELLING PROVIDES

Story absorbed while playing, without interruption.

WHY IT IS EFFICIENT

It requires no cutscenes and no reading.

WHAT BRANCHING COSTS

Content that most players never see.

WHAT THAT MEANS FOR SMALL TEAMS

Branching is expensive, and should be used sparingly.

WHAT MAKES CHOICES FEEL MEANINGFUL

Visible consequences Consequences that persist No obviously correct option

WHAT FALSE CHOICE IS

Options converging to the same outcome.

WHY PLAYERS RESENT IT

It makes their deliberation retrospectively pointless.

WHAT TO AVOID

Long unskippable sequences Story that contradicts what the player does Dialogue that cannot be advanced at the reader's pace

WHY THAT LAST POINT

Reading speeds vary enormously.

WHAT TO INTEGRATE

Story and mechanic, so each reinforces the other.

WHAT TO CUT

Anything the player skips.


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