Video Game Narrative: Concepts and Practices for Structuring and Infusing Story in Games

This chapter presents an overview of the concepts and practices of interactive narrative in the vast and heterogeneous context of video games from the perspectives of practitioners and researchers. The difficulties in harmonizing a pre-written fixed narrative with the freedom of gameplay are outlined and traced back to the role-playing

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Narratology

This chapter provides an overview of the different types of study that can be conducted when considering the narrative aspects of video game play. It contextualizes this research among the larger movements of narratology, particularly concerning the structuralist roots of the discipline and the parallels between gameplay and narrative structures.

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The Character as Subjective Interface

This paper re-frames virtual interactive characters as “subjective interfaces” with the purpose of highlighting original affordances for interactive storytelling through conversation. This notion is theoretically unpacked in the perspectives of narratology, interaction design and game design. Existing and imagined scenarios are presented in which subjective interfaces are elevated as core

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Post-narratology: A case for object-oriented narrative game studies

I currently see two promising ways in which narrative game research could productively bridge the contents/expression, object/process divide: 1) by studying particular narrative figures or tropes, such as the fail/retry cycle in games, or a phenomenon I recently coined “pandiegetic conspiracies”, where it seems like the entirety of the fictional

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