Sketchnote: Game Design as Narrative Architecture – Arnav Mehta

🎭 Games vs. Story:

Ludology vs. Narratology Debate
🌟 Middle Ground: Games as narrative-rich spaces, not just traditional storytelling mediums.

🕹️ Games as Narrative Spaces

  • Games aren’t always narratives:
    Example: Tetris = abstract, expressive, not storytelling.
  • Tapping into narrative aspirations:
    • 🎯 Utilizes genre roles, goals, and emotional cues.
  • Narrative ≠ Linear story:
    🌌 Games create new narrative possibilities.

🏰 Game Designers as Narrative Architects

  • Focus: Spatial storytelling over plot.
  • Design over writing: 🌍 Evoking immersive environments (e.g., dungeons, spaces).
  • Environmental storytelling:
    🎢 Inspired by amusement parks.

📊 Narrative Categories in Games

  1. 🌟 Evocative Spaces: Pre-existing associations (e.g., American McGee’s Alice).
  2. 🌠 Enacting Stories: Players act in plot points (e.g., Star Wars games).
  3. 🧩 Embedded Narratives: Stories within artifacts/spaces (e.g., Myst).
  4. 🌍 Emergent Narratives: Player-generated stories (e.g., The Sims).

Examples and Influences

  • 📚 Spatial stories: Inspired by epic authors like Tolkien, Homer, Verne.
  • 🎡 Environmental storytelling: Techniques from Disney’s theme parks.

⚖️ Challenges and Opportunities

  • Balancing interactivity and narrative control.
  • 💡 Experimentation leads to narrative refinement.

🎨 Visual Elements

    • 📖 (Narrative)
    • 🎮 (Games)
    • 🧭 (Exploration)

🏁 Conclusion

  • Key Idea: Games don’t replicate traditional narratives—they create engaging, story-rich environments.

🏗️ “Think of game designers as narrative architects.”

 

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