What Is a Narrative?

Gamasutra has a 15-page write-up on how narrative is composed and how it can affect gameplay.

What is game narrative? It’s a question that developers, writers, reviewers, and publishers have been trying to answer for years with only limited success. Like many other things in this still-young industry, narrative is an area where definitions are still being stretched, formulated, and tried on for size. It is crucial, however, to formalize a definition of game narrative before attempting to create one. Otherwise, you’re trying to hit a moving target with an entire development team waiting for you to make the perfect shot, with a limited chance of success.

To begin with, it is helpful to define what we mean by narrative, which is itself a term replete with ambiguity. For the purpose of this book, we define narrative as the methods by which the story materials are communicated to the audience. We’ll return to this definition and pursue it in more depth in a later chapter. Some game genres are more narrative-friendly, by definition, than others. A multiplayer strategy experience such as Battlefield 1942 (Digital Illusions, 2002) doesn’t have or even need much of a narrative. The game takes a familiar context (World War II) and situation (here’s a battle—go win it) and turns the players loose. Fighting games are also light on narrative. After the central conceit of beating the snot out of the other guy—whomever or whatever he may be—has been established, the narrative exists simply to string the series of bouts together toward the ultimate goal.

On the other hand, some genres of game are heavily dependent on narrative. Adventure games are almost entirely narrative-driven, and platformers and First Person Shooters (FPSs) often have strong narrative components as well. Computer Role Playing Games (cRPGs) are yet another category that depends almost entirely on narrative—the play experience through the game corresponds precisely to the character growth through the course of the narrative. To put it another way, without narrative, Sora, the protagonist of Kingdom Hearts (Square, 2002), stays on the island, sparring with his friends and eating fruit forever. It may be an idyllic existence, but is really fun to play?

More at: http://www.gamasutra.com/features/20060824/kane_01.shtml



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