Skip to main content

The Narrative Quality of Game Mechanics

  • Conference paper
  • First Online:
Interactive Storytelling (ICIDS 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10045))

Included in the following conference series:

Abstract

This paper will introduce and discuss a new model for understanding the relation between narrative and games, by looking at the narrative quality of game mechanics. First, a review of the terms “Narrative” and “Game Mechanics” is made, and defined in this context, before a literature review, based on both narratological and ludological sources. From this, a model is presented and described, which encompasses the previous research as well as defining a clear relation between mechanics, context, story, and narratives of games. This model is intended for both design and analysis of games, and has been developed to cover a lack of definition of how game mechanics create narrative through their own definitions and their relation to the context and storytelling of the game. This model, still in an infant stage, shows potential, but still requires rigorous testing in several areas.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    As one of the parts of aesthetics is “Narrative” in the MDA framework, that obviously clashes with the idea that aesthetics are ludic narratives, and thus our understanding of aesthetics is slightly adjusted from MDA. This will be explained in Sect. 5.

  2. 2.

    All narratives can have a thousand interpretations. This is just one of them.

  3. 3.

    It is important to note that in many cases the major difference is the definition of narrative, which is often the root cause of most of the ludonarrative debate.

  4. 4.

    Interactive Digital Narratives. These are not quite games, necessarily, but there are many overlaps.

  5. 5.

    The experienced narrative is closely related to the “postclassical” sense of narrative as a mental construct as defined by Herman [19], and while that cannot be disregarded here, we will focus more on the mechanical, discoursal parts of games.

  6. 6.

    Context can also be understood as the outside context, e.g. the players previous experiences, location, etc. but here we focus purely on the context within the game. Not to say that the outside context is not important but it is outside the control of the author and thus not part of the game specifically.

References

  1. 505 Games: Brothers: A tale of two sons (2013)

    Google Scholar 

  2. Aarseth, E.: A narrative theory of games. In: Proceedings of the International Conference on the Foundations of Digital Games, FDG 2012, pp. 129–133. ACM, New York (2012). http://doi.acm.org/10.1145/2282338.2282365

  3. Adams, E., Dormans, J.: Game Mechanics: Advanced Game Design. New Riders, Thousand Oaks (2012)

    Google Scholar 

  4. Alexander, L.: Designing the bleak genius of papers, please, September 2013. http://www.gamasutra.com/view/news/199383/Designing_the_bleak_genius_of_Papers_Please.php

  5. Anthropy, A.: Dys4ia (2012). https://w.itch.io/dys4ia

  6. Barthes, R.: Introduction to the structural analysis of narratives. In: Image, Music, Text. Fontana Press (1977)

    Google Scholar 

  7. Bartleson, E.: Empathy games: birth of a genre (2015). http://ctrl500.com/developers-corner/empathy-games-fighting-tears/

  8. Bevensee, S.H., Dahlsgaard Boisen, K.A., Olsen, M.P., Schoenau-Fog, H., Bruni, L.E.: Project aporia – an exploration of narrative understanding of environmental storytelling in an open world scenario. In: Oyarzun, D., Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds.) ICIDS 2012. LNCS, vol. 7648, pp. 96–101. Springer, Heidelberg (2012). doi:10.1007/978-3-642-34851-8_9

    Chapter  Google Scholar 

  9. Brice, M.: Narrative is a game mechanic (2012). http://www.popmatters.com/post/153895-narrative-is-a-game-mechanic/

  10. Bruni, L.E., Baceviciute, S.: Narrative intelligibility and closure in interactive systems. In: Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., C̨atak, G. (eds.) ICIDS 2013. LNCS, vol. 8230, pp. 13–24. Springer, Heidelberg (2013). doi:10.1007/978-3-319-02756-2_2

    Chapter  Google Scholar 

  11. Campbell, C.: Below is a stark and dangerous fairy tale (2016). http://www.polygon.com/2016/3/1/11135996/below-is-a-stark-and-dangerous-fairy-tale

  12. Ensslin, A.: Video games as unnatural narratives. In: Ensslin, A., Fuchs, M. (eds.) Diversity of Play, p. 41. Meson Press, Luneburg (2015)

    Google Scholar 

  13. Extra credits: the division - problematic meaning in mechanics (2016). https://www.youtube.com/watch?v=4jKsj345Jjw

  14. Ferri, G.: Narrating machines and interactive matrices: a semiotic common ground for game studies. In: Situated Play, pp. 466–473 (2007)

    Google Scholar 

  15. Frasca, G.: Ludologists love stories, too: notes from a debate that never took place. In: DIGRA Conference (2003)

    Google Scholar 

  16. Frasca, G.: Simulation versus narrative. In: Wolf, M.J.P., Perron, B. (eds.) The Video Game Theory Reader, pp. 221–235. Routledge, New York (2003)

    Google Scholar 

  17. Frasca, G.: Play the message: play, game and videogame rhetoric. Unpublished Ph.D. dissertation. IT University of Copenhagen, Denmark (2007)

    Google Scholar 

  18. Games For Change: Games for change (2016). http://www.gamesforchange.org

  19. Herman, D.: Story Logic: Problems and Possibilities of Narrative. University of Nebraska Press, Lincoln (2004)

    Google Scholar 

  20. Hunicke, R., LeBlanc, M., Zubek, R.: Mda: a formal approach to game design and game research. In: Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4 (2004)

    Google Scholar 

  21. Jenkins, H.: Game design as narrative architecture. In: Salen, K., Zimmerman, E. (eds.) The Game Design Reader: A Rules of Play Anthology, Chap. 4, pp. 118–130. MIT Press, Cambridge (2004)

    Google Scholar 

  22. Juster, S.: Experiencing the banality of evil in ‘papers, please’, May 2013. http://www.popmatters.com/post/171036-papers-please/

  23. Juul, J.: Games telling stories. Game Stud. 1(1), 45 (2001)

    Google Scholar 

  24. Koenitz, H.: Towards a theoretical framework for interactive digital narrative. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 176–185. Springer, Heidelberg (2010). doi:10.1007/978-3-642-16638-9_22

    Chapter  Google Scholar 

  25. Larrimer, S.: Where storytelling and interactivity meet: designing game mechanics that tell a story. Ph.D. thesis, The Ohio State University (2014)

    Google Scholar 

  26. Minority: Papo y yo (2012)

    Google Scholar 

  27. Mojang: Minecraft (2011)

    Google Scholar 

  28. Pajitnov, A., Pokhilko, V.: Tetris (1984)

    Google Scholar 

  29. Pearce, C.: Towards a game theory of game. In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game, vol. 1, pp. 143–153. The MIT Press, Cambridge (2004)

    Google Scholar 

  30. Pope, L.: Papers, Please. PC, Downloadable (2013)

    Google Scholar 

  31. Post, J.: Bridging the narratology - ludology divide. The tetris case. In: Compagno, D., Coppock, P. (eds.) Computer Games Between Text and Practice, Chap. 2. E—C Rivista online di Studi Semiotici (2009). http://www.ec-aiss.it/monografici/5_computer_games/3_post.pdf. Accessed Aug 2016

  32. Quinn, Z., Lindsey, P., Schankler, I.: Depression quest (2013)

    Google Scholar 

  33. Ryan, M.L.: Narrative as Virtual Reality. The John Hopkins University Press, Baltimore (2001)

    Google Scholar 

  34. Ryan, M.L.: Avatars of Story. University of Minnesota Press, Minneapolis (2006)

    Google Scholar 

  35. Schell, J.: The Art of Game Design: A Book of Lenses. CRC Press, Boca Raton (2014)

    Book  Google Scholar 

  36. Sicart, M.: Defining game mechanics. Game Stud. 8(2), 1–14 (2008)

    Google Scholar 

  37. Stuart, K.: Meet nina freeman, the punk poet of gaming (2015)

    Google Scholar 

  38. Toh, W.: A multimodal discourse analysis of video games: a ludonarrative model. In: Proceedings of DiGRA 2015: Diversity of Play: Games - Cultures - Identities (2015)

    Google Scholar 

  39. Toolan, M.: Narrative: linguistic and structural theories. In: Brown, K. (ed.) Encyclopedia of Language & Linguistics, 2nd edn., pp. 459–473. Elsevier, Oxford (2006). http://www.sciencedirect.com/science/article/pii/B0080448542005289

  40. Walker, A.: Homefront: the revolution review (2016). http://www.giantbomb.com/reviews/homefront-the-revolution-review/1900-746/

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Bjarke Alexander Larsen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this paper

Cite this paper

Larsen, B.A., Schoenau-Fog, H. (2016). The Narrative Quality of Game Mechanics. In: Nack, F., Gordon, A. (eds) Interactive Storytelling. ICIDS 2016. Lecture Notes in Computer Science(), vol 10045. Springer, Cham. https://doi.org/10.1007/978-3-319-48279-8_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-48279-8_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-48278-1

  • Online ISBN: 978-3-319-48279-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics