Difference between revisions of "Narration Structures"

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''The underlying structures of stories that games contain or can create.''
 
''The underlying structures of stories that games contain or can create.''
  
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Having game elements that can carry the [[Narration Structures]] is a requirement for the pattern. Most essential is the presence of [[Characters]] that can have goals and [[Agents]] that can perform actions in accordance to these; [[Player Characters]] and [[Algorithmic Agents]] can create structures during gameplay, so together with [[Dedicated Game Facilitators]] the process can become a joint one but a signification design choice for using [[Narration Structures]] is to decide if players should have such [[Creative Control]]. When players are given such control, it is quite common to also have [[Player-Created Characters]]. Linked to this is the question if [[Characters]] should have [[Open Destiny|Open Destinies]] since this may be most relevant to consider for [[Player Characters]]. [[MacGuffins]] can be the source of these goals while [[Alien Space Bats]] can explain settings different from the real world. [[Enemies]] are also very common since they can provide resistance to players, while [[Game Items]], [[Diegetically Outstanding Features]], and [[Non-Player Characters]] in general can bring life to narratives by adding detail. [[Scenes]] can be used to separate different parts of gameplay and [[Narration Structures]] from each other in a game. [[Narration Structures]] that are to introduce new elements as gameplay and narration progresses need some type of [[Game Element Insertion]].
 
Having game elements that can carry the [[Narration Structures]] is a requirement for the pattern. Most essential is the presence of [[Characters]] that can have goals and [[Agents]] that can perform actions in accordance to these; [[Player Characters]] and [[Algorithmic Agents]] can create structures during gameplay, so together with [[Dedicated Game Facilitators]] the process can become a joint one but a signification design choice for using [[Narration Structures]] is to decide if players should have such [[Creative Control]]. When players are given such control, it is quite common to also have [[Player-Created Characters]]. Linked to this is the question if [[Characters]] should have [[Open Destiny|Open Destinies]] since this may be most relevant to consider for [[Player Characters]]. [[MacGuffins]] can be the source of these goals while [[Alien Space Bats]] can explain settings different from the real world. [[Enemies]] are also very common since they can provide resistance to players, while [[Game Items]], [[Diegetically Outstanding Features]], and [[Non-Player Characters]] in general can bring life to narratives by adding detail. [[Scenes]] can be used to separate different parts of gameplay and [[Narration Structures]] from each other in a game. [[Narration Structures]] that are to introduce new elements as gameplay and narration progresses need some type of [[Game Element Insertion]].
  
Some events may be desirable for [[Narration Structures]] regardless if they are pre-planned or ones that game designers wish will occur from circumstances regarding gameplay because they will make the narratives memorable. Examples of such events include [[Betrayal]], [[Character Defining Actions]], [[Character Development]], [[Internal Rivalry]], and [[Social Dilemmas]] and designers may consider both designing these or making it possible to situation for them to occur more likely.
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Some events may be desirable for [[Narration Structures]] regardless if they are pre-planned or ones that game designers wish will occur from circumstances regarding gameplay because they will make the narratives memorable. Examples of such events include [[Betrayal]], [[Character Defining Actions]], [[Character Development]], [[Internal Rivalry]], and [[Social Dilemmas]] and designers may consider both designing these and making it more likely that situations in which they can occur will happen.
  
 
Games that support [[Pottering]] at least partly work against [[Narration Structures]] since the [[Pottering]] activity specifically does not result in noteworthy events.
 
Games that support [[Pottering]] at least partly work against [[Narration Structures]] since the [[Pottering]] activity specifically does not result in noteworthy events.
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=== Interface Aspects ===
 
=== Interface Aspects ===
[[Narration Structures]] is not a [[:Category:Interface Patterns|Interface Pattern]] but a game's choice of [[Focus Loci]] can affect which types of [[Narration Structures]] can work, e.g. [[Detective Structures]] do not work with [[God Views]].  
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[[Narration Structures]] is not an [[:Category:Interface Patterns|Interface Pattern]] but a game's choice of [[Focus Loci]] can affect which types of [[Narration Structures]] can work, e.g. [[Detective Structures]] do not work with [[God Views]].  
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===

Revision as of 18:19, 31 July 2014

The underlying structures of stories that games contain or can create.

Games can both contain stories and create new ones as they are being played. In both cases the gameplay structure of the games can influence these Narration Structures.

Examples

Records of game instances of Chess can be seen as Narration Structures but this may be even more apparent when the chess pieces are presented as characters. "Through the Looking-Glass"[1] by Lewis Carroll is an example of this although some artistic freedom is taken in the alternation of players moving. Another example is that Samuel Beckett includes an annotated Chess record in the novel "Murphy"[2], and "Reunion"[3] (a project by among others John Cage and Marcel Duchamp) used the structures emerging from Chess game instances to create music.

Tabletop Roleplaying Games have Narration Structures through "adventures" or "campaigns" that consist of a series of "adventures". They are rather unique as Narration Structures in that they have detailed descriptions of interesting locations, important characters, and possible events but typically not the player characters since these are to be created by players for each game instance. Examples of adventures include "The Keep on the Borderlands", "Rahasia", and "Ravenloft" for Dungeons & Dragons and "The Rise of R'lyeh" for Call of Cthulhu, and examples of campaign include "Queen of the Spiders"[4] for Dungeons & Dragons, "Masks of Nyarlathotep" for Call of Cthulhu and "The Enemy Within campaign"[5] for Warhammer Fantasy Roleplay. Live Action Roleplaying Games such as 1942 – Noen å stole på, Prosepopeia, and Mind's Eye Theatre can have planned events but rely heavily on players providing additional input and substance to the narration.

Both Adventure Games such as the Myst, King's Quest, Leisure Suit Larry, and The Secret of Monkey Island series, and Computer-based Roleplaying Games such as the Dragon Age, Elder Scrolls, Fallout, and Final Fantasy series have detailed pre-planned narratives. In contrast Massively Multiplayer Online Games such as MUD2 and World of Warcraft have many Narration Structures to tell players through quests but players can to certain extent create their own narratives in these games as well.

Using the pattern

Narration Structures in games can both be created or told as gameplay evolves. Construction, Emergent Gameplay, Player-Constructed Worlds, and Player-Generated Narratives, Speedruns, and Storytelling are all patterns to support the former while the use of Predetermined Story Structures is the primary way in which narratives are revealed through the gameplay. Dedicated Game Facilitators can be used to not only reveal or present Predetermined Story Structures as appropriate, they can be used to choose between different ones depending on context. In addition, they can create new Narration Structures as needed if they have the right abilities; Game Masters naturally do but computer-based ones need algorithms to create new structures.

Having game elements that can carry the Narration Structures is a requirement for the pattern. Most essential is the presence of Characters that can have goals and Agents that can perform actions in accordance to these; Player Characters and Algorithmic Agents can create structures during gameplay, so together with Dedicated Game Facilitators the process can become a joint one but a signification design choice for using Narration Structures is to decide if players should have such Creative Control. When players are given such control, it is quite common to also have Player-Created Characters. Linked to this is the question if Characters should have Open Destinies since this may be most relevant to consider for Player Characters. MacGuffins can be the source of these goals while Alien Space Bats can explain settings different from the real world. Enemies are also very common since they can provide resistance to players, while Game Items, Diegetically Outstanding Features, and Non-Player Characters in general can bring life to narratives by adding detail. Scenes can be used to separate different parts of gameplay and Narration Structures from each other in a game. Narration Structures that are to introduce new elements as gameplay and narration progresses need some type of Game Element Insertion.

Some events may be desirable for Narration Structures regardless if they are pre-planned or ones that game designers wish will occur from circumstances regarding gameplay because they will make the narratives memorable. Examples of such events include Betrayal, Character Defining Actions, Character Development, Internal Rivalry, and Social Dilemmas and designers may consider both designing these and making it more likely that situations in which they can occur will happen.

Games that support Pottering at least partly work against Narration Structures since the Pottering activity specifically does not result in noteworthy events.

Diegetic Aspects

Thematic Consistency is often a requirement for Narration Structures to be intelligible or enjoyable for people.

Interface Aspects

Narration Structures is not an Interface Pattern but a game's choice of Focus Loci can affect which types of Narration Structures can work, e.g. Detective Structures do not work with God Views.

Narrative Aspects

Narration Structures is a Narration Pattern. Using Non-Consistent Narration is an option for Narration Structures which mainly concerns its structural aspects, and Detective Structures and Melodramatic Structures are two different forms of Narration Structures based on how players get information.

Consequences

Narration Structures of any type in a game offers a chance for players' to have Narrative Engrossment.

Relations

Can Instantiate

Narrative Engrossment

Can Modulate

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Can Be Instantiated By

Agents, Algorithmic Agents, Alien Space Bats, Character Defining Actions, Characters, Construction, Emergent Gameplay, Enemies, Game Items, MacGuffins, Non-Player Characters, Player Characters, Player-Constructed Worlds, Player-Generated Narratives, Predetermined Story Structures, Scenes, Speedruns, Storytelling

Can Be Modulated By

Betrayal, Character Development, Creative Control, Dedicated Game Facilitators, Detective Structures, Diegetically Outstanding Features, Focus Loci, Game Element Insertion, Game Masters, Inaccessible Areas, Internal Rivalry, Melodramatic Structures, Non-Consistent Narration, Open Destiny, Player-Created Characters, Social Dilemmas, Thematic Consistency

Possible Closure Effects

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Potentially Conflicting With

Pottering

History

An revised version of the pattern Narrative Structures that was part of the original collection in the book Patterns in Game Design[6]. Large aspects of it has been refactored to be part of Predetermined Story Structures.

References

  1. Entry for "Through the Looking-Glass" on Wikipedia.
  2. Entry for the novel "Murphy" on Wikipedia.
  3. Information about the original and digital form of "Reunion" of the web site johncage.org.
  4. Entry for "Queen of the Spiders" on Wikipedia.
  5. Entry for "The Enemy Within campaign" on Wikipedia.
  6. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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