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I’m currently taking a class called Writing for Videogames. I’m learning about different forms of interactive fiction and how the player can influence narrative in games. I enjoy studying games and noting the differences between writing for games and writing for books. I’ve even done a previous post on how gaming can help writers.
My lectures mentioned 4 types of narrative in games. I wanted to do further research into recognising their use in games. Hence this post.
Embedded narrative
Embedded narratives are pre-determined stories. The game creators decide the narrative and the player follows their direction.
Players can experience a game narrative as a crafted story interactively told: the characters Jak and Daxter are saving the world.
Rules of Play: Game Design Fundamentals
The game has a similar narrative every time it’s played. The player can’t influence cut scenes and backstory. Games with embedded narrative are usually very atmospheric, and the closest narrative to a linear plot. They’re also commonly single-player games, focusing on drawing the player into the storyline tension rather than interacting with other players.
Emergent narrative
Player interaction influences emergent narratives. There are still rules and structure to the game, but decisions by the player can change the direction of the narrative.
Players can engage with narrative as an emergent experience that happens while the game is played: Jak and Daxter’s story arises through the play of the game.
Rules of Play: Game Design Fundamentals
These games usually have ‘authoring elements’, meaning aspects of the game allow the player to either create or influence their world (and consequently their narrative). Players can often replay emergent narrative games to achieve different endings.
Evocative narrative
Evocative narratives are stories that rely on connotations – the memories, imaginations and knowledge of the player. This type of narrative uses imagery we already know to tell us story information without explicitly explaining it. You have preconceived ideas of what to expect when you see a waterfall, blood trail, or red barrel.
These narratives can also draw upon a franchise, especially if the game is a sequel or adaptation of a movie. Players may recognise things in the game because of knowledge from other sources.
Evocative narrative is determined by both the player and the game creators, but dependent on the player. The game creators can try to add evocative elements, but it depends on the individual player as to whether they recognise these elements. Players may also bring experiences and knowledge to their gameplay that the creators don’t have, and form narrative through their own perception of the game. Therefore, all games contain evocative narrative, and the player may discover new narratives every time they play.
Enacted narrative
Enacted narratives rely on players developing their characters. Story elements such as power-upgrades and levelling up use enacted narratives. These narratives are usually in single-player games that emphasise character growth.
Narrative in games
I’ve found that games don’t just use one of these types of narrative. They use a combination. I’m already going to be looking into narrative more next time I play a game. Do you know any games that clearly depict any of these types of narrative?
References
Rules of Play: Game Design Fundamentals.
The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II