Title: Emotional Engagement and Player Connection
Course: GBDA302: Digital Project 2
Instructors: Dr. Karen Cochrane and David Han
Copyright: © 2025 Dr. Karen Cochrane and David Han
Territory Acknowledgment:
Stratford is on the traditional territory of the Haudenosaunee, Anishinaabe, and Neutral (Attawandaron) peoples.
Acknowledgment of Indigenous history and current presence of First Nations, Métis, and Inuit peoples.
Recognition of living and working on shared land.
Question for Reflection:
What game story impacted you most?
Focus on a moment that left an emotional impact.
Personal Reflection:
Game: Final Fantasy VII
Impact: The unexpected death of a major character affected players emotionally through loss, narrative context, and character attachment.
Release: 1997 by Square (Tokyo, Japan).
Reference: Aerith's death screenshot retrieved from Final Fantasy fandom.
Ludology vs Narrative:
Ludology: Focus on games as systems of rules and mechanics rather than narratives.
Narrative: Games seen as storytelling mediums.
Games create emergent experiences, not fixed stories.
Frasca's Argument: Player interaction leads to emergent experiences distinct from static narratives.
Emphasis on how mechanics enable player exploration and unique outcomes.
Story Structure and Plot for Complex Narratives:
Epic Plot:
Solitary hero's struggle against a hostile world; found in action and RPGs.
Emphasizes physical challenges and achievements.
Dramatic Plot:
Centers on evolving human relationships; rare due to AI challenges.
Found in interactive dramas and branching RPGs.
Epistemic Plot:
Motivated by mystery; frequent in detective and puzzle games.
Immersion Types:
Narrative immersion (spatial, temporal, emotional) vs ludic immersion (task-focused).
Sources for Story Structure and Plot:
Ryan, M.-L. 2009. Interactive Narrative, Plot Types, and Interpersonal Relations.
Walsh, R. 2011. Emergent Narrative in Interactive Media.
Frasca, G. 2003. Simulation versus Narrative: Introduction to Ludology.
Jenkins, H. 2004. Game Design as Narrative Architecture.
Murray, J. H. 1997. Hamlet on the Holodeck.
Complex Narratives Types:
Minimalist Narratives
Emergent Narratives
Mechanical-Driven Engagement
Environmental Storytelling
Player Expression & Agency
Story Structure and Plot for Complex Narratives (Summary):
Types: Epic Plot, Dramatic Plot, Epistemic Plot.
Epic Plot:
Solitary hero's struggle against a hostile world common in action/RPGs.
Gameplay emphasizes challenges and achievements.
Example: The Legend of Zelda: Breath of the Wild, where Link faces various enemies on a quest.
Dramatic Plot:
Focuses on evolving human relationships.
Found in interactive dramas and branching RPGs.
Example: The Last of Us explores the relationship between Joel and Ellie.
Epistemic Plot:
Driven by mystery and puzzle-solving.
Common in detective games.
Example: Return of the Obra Dinn, investigating the fate of a ship's crew.
Story Structure and Plot for Minimalist Narratives:
Emergent Narrative
Mechanics-Driven Engagement
Environmental Storytelling
Player Expression & Agency
Emergent Narrative:
Story unfolds through gameplay rather than a scripted plot.
Player-driven storytelling: Narrative emerges from player actions.
System-based interactions: Game rules create unscripted outcomes.
Replayability: Each playthrough may yield different stories.
Emergent Narrative Continued:
Distinction between emergent behavior (not narrative) and storytelling.
Requires semiotic interactivity; players and systems jointly create meaning.
Example: The Sims 4 allows players to craft narratives through mechanics.
Mechanics-Driven Engagement:
Focus on rewarding gameplay, requiring integration with story.
Emergent Narratives: Stories evolve based on player choices.
Player Agency: High player freedom for personalized experiences.
Systemic Storytelling: Game systems create dynamic narrative elements.
Conflicts in Narrative vs Gameplay Mechanics:
Understanding ludonarrative dissonance is crucial for effective design.
Example: The Stanley Parable allows players to navigate a branching narrative where player choices influence the outcome.
Environmental Storytelling:
The world conveys stories without direct narrative exposition.
Evocative Spaces: Reference existing narratives; e.g., Bioshock’s Rapture.
Enacted Stories: Players observe or engage in real-time events; e.g., Red Dead Redemption 2.
Embedded Narratives: scattered story elements across the environment; e.g., Dishonored.
Emergent Narratives: Players create stories based on interactions; e.g., Skyrim.
Henry Jenkins' Argument:
Game designers as narrative architects.
Players construct meaning through exploration rather than following linear narratives.
Example: The Last of Us uses environmental details to enrich emotional depth.
Player Expression & Agency:
Players influence narrative through interactions rather than following a pre-set arc.
Evocative Spaces: Reference existing narratives or player expectations.
Enacted Stories: Witnessing or participating in real-time events.
Embedded Narratives: Story elements are placed throughout environments.
Emergent Narratives: Player-driven story creation through world interaction.
Unique Narrative Forms:
Players as audiences and co-authors of their stories.
Agency should balance player freedom and structured consequences.
Example: Undertale’s choices meaningfully alter the game's narrative outcomes.
Integration with Gameplay:
Harmonizing narrative and gameplay mechanics for smooth player experience.
Avoiding ludonarrative dissonance where gameplay contradicts story.
Embedded Narrative: Story within environment mechanics; e.g., Portal 2.
Mechanic-Driven Storytelling: Game mechanics influencing narrative; e.g., Shadow of the Colossus.
Diegetic Storytelling: Natural story development within the game world.
Concept of Half-Real:
Games operate as both rule-based systems and fictional worlds.
Successful integration maintains narrative meaningfulness through player actions.
Examples of Integration:
Portal 2: Puzzle mechanics advance the narrative.
Celeste: Platforming challenges reflect inner struggles.
Tips for Effective Game Design:
Keep the scope manageable.
Let gameplay drive the story.
Choose story types that leverage team strengths.
Make player choices impactful yet straightforward.
Prioritize making a playable prototype first.
Keeping Scope Manageable:
Avoid overly complex stories; focus on impactful storytelling.
Effective methods for small teams:
Environmental Storytelling: (e.g., Journey, Inside)
Minimalist or Emergent Narrative: (e.g., Hollow Knight)
Short-Form Dramatic Narratives: (e.g., Firewatch)
Avoiding Complexity in Storylines:
Massive branching paths (e.g., The Witcher 3) can overwhelm resources.
Fully voice-acted dialogues are time-consuming to implement.
Cinematic storytelling can be resource-intensive.
Let Gameplay Drive Your Story:
Integrate gameplay mechanics with narrative to minimize additional work.
Examples:
Celeste: Platforming reflects inner struggles.
Papers, Please: Passport stamping signifies moral dilemmas.
Untitled Goose Game: Simple objectives yield emergent comedy.
Avoid Over-Reliance on Text:
Engaging stories can be discovered via gameplay rather than explicit text.
Choose Story Type Based on Team Strengths:
Identify focuses:
Art & Design: Use environmental storytelling (e.g., Inside).
Coding: Focus on emergent narratives (e.g., The Sims).
Writing: Short, contained stories (e.g., Firewatch).
Avoid Trying to Master Every Aspect:
Leverage what your team excels at to optimize development.
Meaningful Player Choices:
Few impactful choices are better than complex ones.
Strong emotional resonance from simple choices (e.g., Undertale).
Examples: Zero dialogue in Inside to convey powerful narratives.
Avoid Complexity in Branching Paths:
Stick to 1-2 major story variations for clarity.
Planning for a Playable Prototype:
Prioritize feature ideas using a traffic light system (green, yellow, red).
Focus on green (must-have) features first, ensuring core mechanics function.
Integrate narrative elements to support gameplay while avoiding overloading.
Early playtesting to secure cohesion before refining additional features.
Avoid High Fidelity Production at the End:
Start early on quality aspects to prevent last-minute issues.
Prevent team overload by distributing tasks evenly.
Manage complexity; unfinished mechanics cannot be fixed by adding features.
Break:
Included as a pause for the session.
Coding Activity:
Focus on hands-on coding practice related to game development.
Coding Examples Section:
Example 1A: Game State Management.
Example 1B: Enhancing State Transitions.
Example 2A: Object Pooling for Optimization.
Example 2B: Utilizing Object-Oriented Programming.
Example 1A: Game State Management:
Demonstrates switching between game states (menu, gameplay, game-over).
Ensures structured transitions and flow of the game.
Example 1B: Enhancing State Transitions:
Implement fade effects for smoother transitions.
Improves player experience with visual continuity.
Example 2A: Object Pooling for Performance:
Techniques to efficiently manage in-game objects to reduce lag.
Reuses inactive objects to prevent memory allocation issues.
Example 2B: Object-Oriented Programming (OOP):
Structures game objects for modular organization.
Enables better code maintenance and reuse for various elements.