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A series of vocabulary flashcards based on the key concepts and terms from the lecture notes on narrative design in games.
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Narrative design
The task of designing the story and narrative elements of a game, closely interacting with gameplay design.
Gameplay
The moment-to-moment activities a player engages in while playing a game.
Player agency
The degree to which players can influence or control the game environment and story through their actions.
Authorial control
The ability of the game designer to dictate the story and events within the game.
General player fantasy
A game fiction where players take on roles loosely based on historical or fictional characters without a specific intended story.
Specific story
A highly authored narrative within games that guides players through a designed storyline.
Linear narrative
A narrative structure with a fixed story trajectory, where player choices do not alter the outcome.
Static non-linear structures
Narrative structures that provide multiple pathways but do not change based on player actions.
Dynamic structures
Narrative frameworks that change in response to player actions or game state.
Modular structures
Narrative designs composed of independent components that can be arranged in various ways.
Emergent storytelling
Narratives that arise from player actions and game systems rather than being strictly authored.
Tension between storytelling and agency
The conflict between controlling the narrative and allowing players the freedom to make choices.
Interactive fiction
Games that focus on storytelling with predetermined paths but allow limited player choices.
Sandbox games
Games that provide players with great freedom to explore and affect the game world without specific story constraints.
Active participation
When players engage in and affect their gameplay experience rather than being passive observers.
Fixed interactive structure
Narratives that provide player variables while keeping the overall structure the same across playthroughs.
Branching choices
Storyline paths that diverge based on player decisions leading to different narrative outcomes.
Branch and merge
An authoring technique where player paths may converge back at certain points to reduce content requirements.
Hub and spokes
A narrative structure where players can choose the order of completing several connected narrative elements.
Network structure
A narrative model that allows players to traverse interconnected story fragments in any order.
Dynamic branching
A branching narrative that changes based on player actions or history within the game.
Story fragments
Small narrative modules that can be activated under certain conditions, often resulting in varied player experiences.
Systems-driven narrative
A narrative that emerges from the interaction of game mechanics and player choices rather than a scripted storyline.
Drama manager
A system that tracks story fragments and selects which to present to players based on their choices and game state.
Player fantasy
The experience designed to immerse players in taking on roles and making content within the game world.
Combinatorial explosion
The challenge of exponentially increasing narrative complexity with each new decision point in a branching story.
Game fiction
The fictional elements presented by a game, ranging from no fiction to authored narratives.
Narrative structure
The organization of story elements in games, affecting how stories are told and experienced by players.
Emergent structure
An advanced narrative approach where narratives shape through player interactions with the game mechanics.
Game studies
An academic discipline that explores the art, design, and impact of games.
Non-linear storytelling
Narrative forms that allow various paths and outcomes, contrasting traditional linear narratives.
Gameplay elements
The rules, mechanics, and activities that players engage with in a game.
Choice points
Decisions within a game that allow players to influence the story or gameplay direction.
Character agency
The capacity of characters (often player-controlled) to influence the game narrative and environment.
Narrative beats
The individual units of story progression that advance the plot and character development.
Pre-authored narratives
Stories crafted and designed by authors before the player's engagement with the game.
Visual novels
A genre of games heavily focused on narrative, where player choices can affect the story outcome.
Player goals
Objectives that players aim to achieve during their gameplay experience.
Interactive storytelling
A narrative framework allowing players to engage with and shape the unfolding story.
Game mechanics
The rules and procedures that govern how players interact with the game environment.
Aesthetic experience
The emotional and sensory responses players have while engaging with a game.
World building
The process of creating the fictional universe within which the game's narrative takes place.
Character arcs
The transformation and development of characters throughout the narrative.
Motivational design
Crafting games in a way that encourages players to take specific actions aligned with their goals.
Cutscenes
Non-interactive segments of a game that present narrative material but can interrupt gameplay.
Feedback loop
The cycle of player actions leading to changes in the game state that affect subsequent actions.
Quest design
The structuring of challenges and narrative purposes within a game that guide player actions.
Interactivity
The degree to which players can affect and influence the game narrative and mechanics.
Text-based adventure games
Early games primarily focused on narrative, where players input text commands to interact with the game.
Ergodic literature
A concept that refers to texts requiring significant effort from the reader to navigate and understand.
Ludology/narratology debate
The discussion regarding whether to analyze games primarily through gameplay mechanics or narrative structures.
Game logics
Analytical frameworks that integrate player agency with the meanings conveyed through narrative.
Narrative enabling system
A game structure designed to support player-driven narratives rather than dictated stories.
Dynamic storytelling
Narratives that adapt and change based on player agency and interactions within the game.
Procedural content generation
The algorithmic creation of game content, often leading to unique player experiences each play.
Narrative taxonomy
A classification system outlining the different types of narrative structures available in games.
Further reading
Additional resources for exploring topics related to game design, narrative, and player agency.
Game exemplars
Specific games that exemplify various narrative structures or design principles in practice.
Historical context
The background that informs the narrative and gameplay choices within a game.
Intermodal storytelling
The use of multiple media forms to tell a story, often in non-linear ways.