Difference between revisions of "Storytelling"
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== Using the pattern == | == Using the pattern == | ||
− | [[Player Decided Results]], [[Emotional Engrossment]], [[Never Ending Stories | + | [[Player Decided Results]], [[Emotional Engrossment]], [[Never Ending Stories]], [[Game Mastery]], [[Narrative Structures]], [[Player Constructed Worlds]], [[Social Interaction]], [[Extra-Game Actions]] |
− | [[Trans-Game Information | + | [[Trans-Game Information]], [[Consistent Reality Logic]], [[Extra-Game Information]] |
[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] | ||
Line 51: | Line 51: | ||
[[Cutscenes]], | [[Cutscenes]], | ||
[[Environmental Storytelling]], | [[Environmental Storytelling]], | ||
− | |||
[[Non-Player Help]], | [[Non-Player Help]], | ||
[[Player Characters]], | [[Player Characters]], | ||
[[Roleplaying]], | [[Roleplaying]], | ||
− | |||
[[Gossip]] together with [[Player Characters]] | [[Gossip]] together with [[Player Characters]] | ||
Line 66: | Line 64: | ||
[[Diegetic Consistency]] | [[Diegetic Consistency]] | ||
− | [[Storytelling]] in games can be done both by [[Dedicated Game Facilitators]] and by [[Entitled Players]]. The stories told do not have to be part of the [[Narrative Structures|Narrative Structure]] of a [[Game Worlds|Game World]] but can be in several different ways. First, they can be explanations of the history and current state of the [[Alternative Realities|Alternative Reality]] of the [[Game World]] and this is the typical way Storytelling is done by Dedicated Game Facilitators to advance the Narrative | + | [[Storytelling]] in games can be done both by [[Dedicated Game Facilitators]] and by [[Entitled Players]]. The stories told do not have to be part of the [[Narrative Structures|Narrative Structure]] of a [[Game Worlds|Game World]] but can be in several different ways. First, they can be explanations of the history and current state of the [[Alternative Realities|Alternative Reality]] of the [[Game World]] and this is the typical way [[Storytelling]] is done by [[Dedicated Game Facilitators]] to advance the [[Narrative Structures]]. Second, the stories can be part of [[Roleplaying]], either providing backstories for [[Characters]] or the retelling of previous gameplay within a [[Consistent Reality Logic]]. Providing back stories for [[Characters]] is an area where players usually are allowed [[Creative Control]] regarding [[Storytelling]], even in games with tightly restricted [[Narrative Structures]]. Third, the stories can be part of creating and expanding the [[Narrative Structures]] rather than unfolding an existing structure, although this requires [[Game Masters]] or [[Self-Facilitated Games]]. |
Storytelling gives both players and Dedicated Game Facilitators the possibility to explain Extra-Game Information in a context so that it does not disturb a Consistent Reality Logic. | Storytelling gives both players and Dedicated Game Facilitators the possibility to explain Extra-Game Information in a context so that it does not disturb a Consistent Reality Logic. | ||
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== Consequences == | == Consequences == | ||
+ | [[Creative Control]] | ||
+ | |||
[[Storytelling]] either provides or creates [[Narrative Structures]] in a game. | [[Storytelling]] either provides or creates [[Narrative Structures]] in a game. | ||
Line 100: | Line 100: | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Alternative Realities]], | ||
+ | [[Creative Control]], | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], |
Revision as of 07:01, 13 July 2014
The act of telling stories within the game.
Some games promote players to tell stories within games. This may be retelling of actions and events that players have done, the history of the game world, or part of creating the game world.
Contents
Examples
Once Upon a Time is a card game based around storytelling. Players play cards with story concepts to be allowed to continue the story based upon the narrative started by other players.
The role of game masters in roleplaying games is partly that of storyteller, merging the preplanned events with the actions the players have performed within the Game World. The gameplay in these games is based on Storytelling assisted with background material such as maps and rulebooks.
Sleep is Death is a mediated two-player game where one of the players takes the role of a game master that tells a story to the other player.
Anti-Examples
Using the pattern
Player Decided Results, Emotional Engrossment, Never Ending Stories, Game Mastery, Narrative Structures, Player Constructed Worlds, Social Interaction, Extra-Game Actions
Trans-Game Information, Consistent Reality Logic, Extra-Game Information
Can Instantiate
Extra-Game Consequences, Freedom of Choice, Game Worlds, Strategic Knowledge
with Game Masters or Self-Facilitated Games
with Game Worlds
Can Modulate
Fudged Results, Persistent Game Worlds,
Can Be Instantiated By
Characters, Construction, Cutscenes, Environmental Storytelling, Non-Player Help, Player Characters, Roleplaying,
Gossip together with Player Characters
Can Be Modulated By
Potentially Conflicting With
Storytelling in games can be done both by Dedicated Game Facilitators and by Entitled Players. The stories told do not have to be part of the Narrative Structure of a Game World but can be in several different ways. First, they can be explanations of the history and current state of the Alternative Reality of the Game World and this is the typical way Storytelling is done by Dedicated Game Facilitators to advance the Narrative Structures. Second, the stories can be part of Roleplaying, either providing backstories for Characters or the retelling of previous gameplay within a Consistent Reality Logic. Providing back stories for Characters is an area where players usually are allowed Creative Control regarding Storytelling, even in games with tightly restricted Narrative Structures. Third, the stories can be part of creating and expanding the Narrative Structures rather than unfolding an existing structure, although this requires Game Masters or Self-Facilitated Games.
Storytelling gives both players and Dedicated Game Facilitators the possibility to explain Extra-Game Information in a context so that it does not disturb a Consistent Reality Logic.
Storytelling by players or Game Masters may be controlled through Turn Taking or be Interruptible Actions. In contrast, the Storytelling done in computer games, for example by Cut Scenes, is a form of Ultra-Powerful Event that cannot be interrupted although they may be skipped.
Consequences
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Storytelling either provides or creates Narrative Structures in a game.
Storytelling can be used to frame all actions and events in a Game World within the Consistent Reality Logic of the Alternative Reality and can visualize the Game World and its history. When the Storytelling is performed by enacting Characters, the activity gives rise to Roleplaying.
When Storytelling is performed by humans, it is a form of Social Interaction that often gives Emotional Immersion, and being able to tell stories well can give Social Status and can even be considered part of Game Mastery in some games. Storytelling can give players Creative Control and Freedom of Choice, and in games with Game Masters, these stories can become part Player Constructed Worlds by being Player Decided Results. In Persistent Game Worlds, the stories can have further influence by being part of the development of Never Ending Stories.
Games can of course also cause Storytelling as Extra-Game Actions, for example, bragging about results. In this case, Storytelling passes Trans-Game Information between players including possible Strategic Knowledge.
Relations
Predetermined Story Structures
--- Player Decided Results, Emotional Engrossment, Never Ending Stories, Creative Control, Game Mastery, Player Constructed Worlds, Social Interaction, Extra-Game Actions
Trans-Game Information, Alternative Reality, Consistent Reality Logic, Extra-Game Information
Can Instantiate
Alternative Realities, Creative Control, Extra-Game Consequences, Freedom of Choice, Game Worlds, Narrative Structures, Strategic Knowledge
with Game Masters or Self-Facilitated Games
with Game Worlds
Can Modulate
Fudged Results, Game Worlds, Persistent Game Worlds,
Can Be Instantiated By
Characters, Construction, Cutscenes, Dedicated Game Facilitators, Entitled Players, Environmental Storytelling, Game Masters, Non-Player Help, Player Characters, Roleplaying, Self-Facilitated Games,
Gossip together with Player Characters
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Storytelling that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-