Narrative Design

Storytelling through and alongside videogame systems. Not just cutscenes and dialogue, but meaning that emerges from moment to moment interaction as well as system tension.

Practice - what to explore

Entries

Entry What it covers
Environmental Storytelling Narrative embedded in space and objects - story discovered, not told
Branching & Consequence Player choice and its long-term effects on narrative
Dialogue Systems Conversation as interface, gameplay, and character
Ludonarrative Harmony When mechanics and story align - or deliberately clash

Core Insight

The narrative experience in videogames isn't just "the story." It's how the videogames' story relates to play.

The best videogame narratives use the medium to create not just meaning from what you are shown and told, but also emerges from what you do. A cutscene can tell you the villain is powerful, but having you fail against them makes you experience it.

By Framework Concept

Concept Narrative Application
Gesture Narrative moments as complete experiences (Action + Art + Arc + Atmosphere)
The 4 A's Arc is particularly central - story is shaped by duration
Aesthetic Heritage Where your narrative techniques come from (film, literature, theatre, other videogames)
Permissions What the player is allowed to do shapes what stories are possible

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