Embedding Narrative in Game Design
July 23, 2104, Casual Connect Conference, San Francisco—David Evans from Phantom Compass presented a rationale for embedding narrative into games. the narrative increased character identification and improves player retention, and is delivered through the game mechanics.
In the past, game developers built cut scenes that had no connection to the game play. This silo strategy evolved to keep from having to change the cut scene after changes happened in the game. As a result, the games lacked polish and had little narrative.
A current indie project has 40 playfields and a story per scene. The RPG needs narrative, but their resource limits required them to embed the story by integrating game play and story. The narrative is embedded in locations, setups, and character mechanics. They used a cinematic flow, starting out in a wide or open view and getting tighter in action scenes.
In all games with narrative, order matters and the story and game play should correlate. The story teller needs to consider how to keep the two aligned. Context has to change with locations and story. Setup helps to reinforce character characteristics and choices. The game should have open and tight boards, with the tight ones being more intimate and personal.
The character mechanics and forms help to reinforce character functions and ideals. For example, a knight should be big and slightly ponderous, while a rogue should be much more agile and “normal” sized. Purchases have to be related to the character and context, so a knight would not see any potions in the store while a mage would not be able to access armor.
Exposition such as text, menu items, voice-overs, etc add personal feelings as well as help to move the story along. Dialog helps to set up goals and reinforce character functions, and should be at the beginning of an operation to keep from interfering with the player’s concentration and the game flow.
Locations have to keep the narrative in mind. While the narrative can be built into the level layouts and objectives, the locations should be aware of you progress in the narrative. If you need a character to find a way, you have to make the discovery a part of the game play. For example, if you are chased out of an area by the local authorities, when you go back to the area, the authorities will chase you again. This mechanism then forces you to choose another path in the game.


