Difference between revisions of "Storytelling"
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− | On the most fundamental level, [[Storytelling]] in games requires [[Agents]] that perform actions as well as places and objects that they can interact with. [[Characters]], and especially [[Player Characters]], is a natural starting point for [[Agents]] since they allow players a focus for [[Emotional Engrossment]]. [[Scenes]] can | + | On the most fundamental level, [[Storytelling]] in games requires [[Agents]] that perform actions as well as places and objects that they can interact with. [[Characters]], and especially [[Player Characters]], is a natural starting point for [[Agents]] since they allow players a focus for [[Emotional Engrossment]]. [[Conflict]] between [[Agents]] is a classic way of motivating them as well as inviting for [[Emotional Engrossment]]. [[Scenes]] can be used to place the [[Agents]] in interesting situations, and may themselves provide stories through [[Environmental Storytelling]]. [[Construction]] can be used to create [[Environmental Storytelling]] as part of gameplay, and may then include [[Game Element Insertion]] as part of the [[Storytelling]]. [[Voiceovers]] is an approach to [[Storytelling]] games have adopted from movies, but this may work against [[Diegetic Consistency]]. [[Cutscenes]] is more or less short movies inside a game and can effectively do [[Storytelling]] but removes agency from players and needs to fit seamlessly with what has happened just before them to not break [[Diegetic Consistency]]. |
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− | [[Environmental Storytelling]] | + | |
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− | [[Construction]] can be used to create [[Environmental Storytelling]] as part of gameplay, and may then include [[Game Element Insertion]] as part of the [[Storytelling]]. [[Voiceovers]] is an approach to [[Storytelling]] games have adopted from movies, but this may work against [[Diegetic Consistency]]. [[Cutscenes]] is more or less short movies inside a game and can effectively do [[Storytelling]] but removes agency from players and needs to fit seamlessly with what has happened just before them to not break [[Diegetic Consistency]]. | + | |
A main option regarding [[Storytelling]] is if the actual story to be told should created before gameplay begins, i.e. providing the game with [[Predetermined Story Structures]], or letting the [[Storytelling]] adapt to the gameplay or even drive it. | A main option regarding [[Storytelling]] is if the actual story to be told should created before gameplay begins, i.e. providing the game with [[Predetermined Story Structures]], or letting the [[Storytelling]] adapt to the gameplay or even drive it. |
Revision as of 08:43, 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.
Note: this pattern does not discuss the quality of Storytelling in a game, only how it relates to gameplay and game elements.
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.
Using the pattern
Can Be Instantiated By
Can Be Modulated By
On the most fundamental level, Storytelling in games requires Agents that perform actions as well as places and objects that they can interact with. Characters, and especially Player Characters, is a natural starting point for Agents since they allow players a focus for Emotional Engrossment. Conflict between Agents is a classic way of motivating them as well as inviting for Emotional Engrossment. Scenes can be used to place the Agents in interesting situations, and may themselves provide stories through Environmental Storytelling. Construction can be used to create Environmental Storytelling as part of gameplay, and may then include Game Element Insertion as part of the Storytelling. Voiceovers is an approach to Storytelling games have adopted from movies, but this may work against Diegetic Consistency. Cutscenes is more or less short movies inside a game and can effectively do Storytelling but removes agency from players and needs to fit seamlessly with what has happened just before them to not break Diegetic Consistency.
A main option regarding Storytelling is if the actual story to be told should created before gameplay begins, i.e. providing the game with Predetermined Story Structures, or letting the Storytelling adapt to the gameplay or even drive it. 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 Narration 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 Narration Structures. Second, the stories can be part of Roleplaying, either providing backstories for Characters or the retelling of previous gameplay within a Thematic Consistency. Providing back stories for Characters is an area where players usually are allowed Creative Control regarding Storytelling, even in games with tightly restricted Narration Structures. Third, the stories can be part of creating and expanding the Narration Structures rather than unfolding an existing structure, although this requires Game Masters or Self-Facilitated Games.
Storytelling can emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results. In this case, Storytelling passes Trans-Game Information between players including possibly Strategic Knowledge.
Diegetic Aspects
As Storytelling is often used to describe series of gameplay events using diegetic terms, it is a Diegetic Pattern. Storytelling can also be used to explain Game Element Insertion (e.g. Player Created Game Elements) so that Diegetic Consistency is maintained. It can however also use game system concepts, e.g. "the orc took 3 hit points in damage" when describing the effect of an attack in Dungeons & Dragons, and in this case tends to breaks Diegetic Consistency.
Interface Aspects
Storytelling gives both players and Dedicated Game Facilitators the possibility to explain Extra-Game Information in a context which avoids disturbing Thematic Consistency. 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 Cutscenes, is a form of Ultra-Powerful Events that cannot be interrupted although they may be skipped.
Narration Aspects
Storytelling is a Narration Pattern.
Consequences
Can Instantiate
with Game Masters or Self-Facilitated Games
with Game Worlds
Can Modulate
Storytelling either provides or creates Narration Structures in a game. When Storytelling is performed by humans, it is a form of Social Interaction that often gives Emotional Engrossment, and being able to tell stories well can give Game-Based Social Statuses and can even be considered part of Game Mastery in games such as Once Upon a Time and Category:Roleplaying Games. Storytelling can give players Creative Control and Freedom of Choice, and in games with Game Masters, these stories can become part of 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.
Storytelling can be used to frame all actions and events in Game Worlds within the Thematic Consistency of a Alternative Reality, and can visualize Game Worlds and their histories. This often includes Game Element Insertion of some types, and when players or human Game Masters do this it often a form of Player Created Game Elements. Of course, when the storytellers have Creative Control they may also ruin the Thematic Consistency by introducing unfitting objects or events or by making Characters do actions that does not fit their personality or competences.
Storytelling and Roleplaying can instantiate each other. Roleplaying through Enactment gives rise to Storytelling since here players create a story by what their Characters do. In contrast, describing what their Characters do is Storytelling but since this also describes their actions, and sometimes intentions, it create Roleplaying as a consequence.
The Storytelling that comes out of the Extra-Game Actions players do to retell their gameplay is an Extra-Game Consequence.
Relations
Can Instantiate
Alternative Realities, Creative Control, Emotional Engrossment, Extra-Game Consequences, Extra-Game Information, Freedom of Choice, Game Element Insertion, Game Mastery, Game Worlds, Game-Based Social Statuses, Narration Structures, Never Ending Stories, Player Created Game Elements, Player Constructed Worlds, Social Interaction, Strategic Knowledge, Thematic Consistency, Trans-Game Information
with Characters
with Game Masters or Self-Facilitated Games
with Game Worlds
Can Modulate
Fudged Results, Game Element Insertion, Game Worlds, Persistent Game Worlds, Player Created Game Elements
Can Be Instantiated By
Agents, Characters, Construction, Cutscenes, Dedicated Game Facilitators, Entitled Players, Environmental Storytelling, Extra-Game Actions, Game Masters, Non-Player Help, Player Characters, Predetermined Story Structures, Self-Facilitated Games, Voiceovers
Enactment together with Roleplaying
Gossip together with Player Characters
Can Be Modulated By
Interruptible Actions, Player Decided Results, Scenes
Possible Closure Effects
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Potentially Conflicting With
Diegetic Consistency, Thematic Consistency
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
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