Theme and Narrative

Theme

  • Noun: an idea that recurs in or pervades a work of art or literature
  • Verb: to give a particular setting or ambience
Theme: Unification and Resonance
  • Theme is a good guide for unified design.
    • Design needs to be unified around the noun. and verb. theme.
  • Theme is not just narrative, it is something that all of the elements of your game and its play can reflect
    • M.D.A
Completeness: More than finishing a project
  • Story progression
  • Mechanical progression (Tetris Classic vs. Tetris Effect levels)
  • Character progression
  • Design progression
Narrative

Is narrative needed?

  • Depends on the kind of game.
    • Puzzle game
    • Action
    • Adventure game
    • Open world game
    • Procedural game (Roguelike, Survival)
  • Depends on what kind of narrative you are talking about
    • Authored Narrative - Preexisting narrative created by the developers.
    • Suggested Narrative - Evocative details included in the game world that may be noticed by the player. (Dark Souls)
    • Procedural Narrative - Narrative created by combining chunks of story in interesting ways. (The narrative does not necessarily have meaning)
    • Emergent/Player Narrative - Stories created through gameplay experiences (Nothing tells the player, player just create the stories - Wither 3)
Narrative Structure
  • Classic 3 act structure
  • Constructivist
    • Procedural
    • Player generated
    • mise en scene - player experiencing the environment there isn’t a defined story
  • Other alternatives to the 3 act structure
    • Stanley parable - Narrative structure was told, player can choose to deviate at some point to break out
    • Deathloop - An eventual outcome being sought that is the actual ending of the game
    • Every Day the Same Dream

Interest Curve

Games can be short or long, How to keep player’s attention ?

  • Mechanical means like reward loops, difficulty curves
  • Choose the narrative structure based on game type or length to maximize player engagement