Storytelling through fragments and situations

Stories are something that is very important to us humans and also a crucial part of many video games. In some games the player is the author of the story, for example in Civilization where you are given some basic start resources and are then free to decide how your story will play out. In other games the designer has the most control of the story and the game mechanics do their best to guide the payer through the narrative (which may dynamic or linear).

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Exploring Deeper Meaning In Games

This post aims to be a deeper look at my earlier rant about meaning, narrative (plot) and gameplay. After considering feedback and thinking about it some more I would now like to write a more constructive text. In this post I will outline some steps and ways of thinking that I think are needed in order to achieve deeper and more varied meaning in games. “Deeper meaning” is of course a highly subjective thing, but what I mean is simply games where the core is not just about a gameplay mechanic, showing entertaining gore or similar. Instead, the focus should be on exploring something other than pure “fun”.

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How Gameplay and Narrative kill Meaning in “Games”

In many of the posts here I have been discussing how having “unfun” gameplay can greatly enhance the experience. I have also ranted about how too much “fun” can completely destroy the intended experience. What I want to discuss now is how a game’s most common ingredients might be detracting from certain kinds of experiences and are in some cases best gotten rid of. These ingredients are Gameplay and Narrative. It is my view that these two features can seriously get in the way when trying to take the interactive medium in new directions.

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When focusing on fun fails

Because of a past as sort-of-toys important features of games are: How “fun” they are, replay value and how long they last. Reviews often take this into account and in turn this makes developers focus a lot on making a game “fun”, “replayable” and “long lasting”. I think this kind of thinking (which I am at times guilty of myself…) can seriously hurt a game. I think designers shall focus entirely on what kind of experience they want to deliver and make that come across as effectively as possible!

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