Narrative in Games — Revisited

Games are uniquely positioned as the newest narrative art form, the baby of a family that contains novels, stories, movies and television. Narrative games are an even newer invention—after all, there is no story to speak of in Pong, Space Invaders or Pac Man, and even many modern games still treat any sort of narrative as an afterthought. We’re still feeling our way through the possibilities opened up by this young new media.

Last time I talked about narrative in games, I discussed the two techniques games use to immerse the audience in the story: experience and participation. Recently, I’ve been thinking about these concepts, their limitations, and how they work together.

Inhabitive Experience

The first thing I want to do is redefine the idea of experiential narrative that I introduced in the original post. This is the idea that games immerse the audience by allowing them to directly experience being in the story.

Other kinds of media can provide this to a lesser degree. Many modern stories use close perspectives, where the audience sees the world of the story filtered by the character they are close to. The most extreme close perspective is first-person limited, where the audience seems to float somewhere in the back of the main character’s head, or reads their telling of the story after the fact.

Interestingly, one of the least-frequently-used perspectives in modern media is second-person. While third-person dictates the story from outside the characters and first-person provides the internal view from within a character, second-person provides the odd perspective of having the story directly addressed at “you,” the audience. (90s kids will remember the Choose Your Own Adventure series.)

Many games make the player see through the eyes of a character, and this is typically referred to as a “first-person” in terms like FPS: first-person shooter. However, there’s an argument to be made that the experience games provide is actually second-person in nature.

In a game, the player can inhabit a character, in the same way that a person comfortable with driving a car acts as though the car were an extension of themselves. When someone talks with the character, they also talk directly to the player. When something happens to the character, it happens to the player.

This inhabitive experience is the core of what allows games to be emotionally impactful.

How to Inhabit a Character

Counter-intuitively, detailed characters are easier to inhabit than generic ones. The history of video game writing is littered with generic protagonists, created with the mistaken belief that an empty vessel makes it easier for the player to step into the game.

A generic character doesn’t give the audience any place to root themselves in the story. There are no attributes to embody, no desires or aspirations to connect with. The player is dropped out of the sky into a foreign world, but the character they inhabit should not be. That character is the audience’s gateway into the world, and when the character has connections in the world, the player can learn about the world through them.

Participation is Secondary

In addition to inhabitive experience, there is a second trick that games use to immerse the player in the story: participation. Instead of merely experiencing the story, the audience can actively participate in it.

Participation can vary quite a bit. While some games allow the player’s actions to influence the narrative, in many cases the plot points are set in stone. In other cases, the player might decide what order a series of events happens, even if all those events must happen to progress the narrative. This may sound meaningless, but when done well, this small amount of choice can provide the player with a sense of agency.

Even simple participation, like freely exploring a confined area, gives the player a certain sense of involvement. The truth is that participation in the story does not necessarily mean control over the story. The player can be complicit even if they’re not in charge.

It is also important to note that participation, by itself, is not enough to create a narrative experience. The player is a very active participant in a game of Tetris. Even more complex games like city-builders and real-time strategy give the player complete control over the game pieces, but that control has little bearing on the story, if a story is even present.

The Key Narrative Combo

Participation must be paired with an inhabitive experience to create an effective narrative. The game places the player into a character that they can empathize with, then gives the player some degree of control over that character. Now, when the character encounters a series of story events, the player inhabiting that character experiences the events personally, and feels responsibility for the choices they make on behalf of that character.

Unfortunately, simply having these elements in the correct configuration doesn’t automatically make for a compelling story. The setting, characters and other typical story elements still have to be well-crafted to draw in the audience. These are only the prerequisites.

I can look at any of my favorite narrative games and find exactly these elements: a detailed and interesting character, rooted in an interesting world and given problems to overcome. The player is then given control of that character. Beyond that, the story is still a playground for the writer to choose what story they want to tell.

Maybe that’s a young, misunderstood psychic boy trying to save the world and also fit in at summer camp, in Psychonauts. Maybe it’s an emotionally vulnerable man spending a summer as a park ranger, trying to figure out how to mourn his dying, comatose wife, in Firewatch.

Emergent Narrative is a False Promise

A popular idea when discussing deep narrative games is the promise of “emergent narrative.” Modern games are made up of many complex systems, and the argument in support of emergent narrative is that the player can interact with sufficiently complex systems to generate interesting stories that even the creators of the game couldn’t predict.

On a certain level, this is true. My family has certainly told each other stories about the ways an attack on a bokoblin camp can go surprisingly right (and terribly wrong) in Zelda: Breath of the Wild. These stories can involve an inaccurately thrown bomb knocking things around chaotically, or a well-aimed arrow miraculously saving the day.

Likewise, notoriously buggy games like the Elder Scrolls or Fallout series generate endless stories of unexpectedly levitating horses, launching enemies into orbit with a strangely-angled strike, or even stealing the entire contents of a shop after blinding the shopkeeper with a bucket placed over his head.

These make for fun anecdotes, but not for deep, impactful stories. They typically have an element of the comedically absurd or completely chaotic, and that is because the interactions of the player with multiple complex systems will naturally contain a large element of randomization.

Chaos and randomization can be fun, but they do not lend themselves to deep and affecting narrative. Narrative requires structure, and while authors and creators may argue endlessly about what structures work best, emergent narrative is inherently structureless.

We might argue that the job of the game writer is to anticipate or corral the player’s actions, aligning them with the game systems in such a way that a narrative naturally emerges. To me, this sounds like mixing oil and water. Players will always think of options that the creator didn’t anticipate. And if the creator effectively corrals the player into a pre-planned story, it often becomes apparent to players that they are being offered the illusion of choice. The narrative isn’t emerging. It’s being forced. This is something The Stanley Parable explored to great comedic effect.

That’s not to say that a carefully authored story is a bad thing in a game. In fact, I think it’s the only effective way to craft a good game narrative. Emergent narrative can be fun, but it will never result in the same quality of story that purposeful authorship can achieve, just as the proverbial thousand monkeys with typewriters will never produce  Shakespeare.

The Stanley Parable: Ultra Deluxe

I wrote about The Stanley Parable a while back, as an exploration of the strange, non-linear storytelling that can be done in games, and how experience and participation can affect the player’s perception of a story.

I’m bringing it up again, because The Stanley Parable: Ultra Deluxe has just released on PC and consoles, and I’ve had a chance to play a bit of it. Now I just have to figure out how to describe it in a way that doesn’t ruin all the fun.

What Is It?

First, let’s talk about the name—Stanley Parable: Ultra Deluxe (which I can only assume was purposely crafted for the abbreviation, SPUD). In a landscape plagued by remakes, remasters and sequels, SPUD has been cagey about exactly what it is. Something wildly new? Or a bare-minimum cash grab and excuse to release an old game on new platforms?

I fired up the game and discovered that it starts out exactly the same: the original experience with updated graphics. It gave me time to acclimate before I found anything new (or conversely, to wonder if the new content was really so paltry). I found myself squinting, asking myself, “Was that like that before?”

When I found the new content, there was no question about what it was. The game hit me over the head with it. “Look at this new content!” it said. “Isn’t it amazing?” It helpfully labeled doors “NEW CONTENT.” But was the new stuff very good? No, not really. Even the narrator was pretty let down. And then the game started over, because Stanley Parable is a game about

Rabbit Holes

What starts off as a little joke just keeps expanding. The game turns gags into running jokes into elaborate set-pieces, leaving you wondering whether you’ve seen the end of that particular through-line, or if you might turn another corner and pick up the trail again. It rides the line between absurdism and seriousness.

The silly bit about carrying around a bucket for comfort opens up storylines about addiction, murder, betrayal, and demonic possession. A standard video game scavenger hunt for pointless collectibles first gets a thorough mocking, then becomes an actual feature, then goes a little bit out of control.

SPUD is more of what was good in SP. As far as I’ve played, it doesn’t introduce anything radically new, but everything new fits right in. It’s happy to make fun of itself for being an expansion to a decade-old game. It realizes that its history comes with baggage, from awards and accolades to literal shipping containers full of negative Steam reviews. Eventually it shrugs it all off with a nihilistic sequence that seems to say “given enough time, the world will be ground down to dust, so maybe none of this matters that much.”

SPUD also brings some of the generic game sequel features like new achievements, while simultaneously making fun of those things. (The old game gave an achievement if you didn’t play it for five years. This one ups it to ten.)

Is It Worth Getting?

If you’ve never played The Stanley Parable, Ultra Deluxe is the perfect opportunity to play it. If you played the original and enjoyed it, you’ll likely enjoy this new iteration. And if you hate the game…well, now there’s even more to hate?

Stanley Parable: Ultra Deluxe is available for pretty much every major game-playing device. (To be specific, that’s PC, Mac and Linux, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X|S)

San Sibilia

I recently purchased the Bundle for Ukraine on Itch.io, which included a number of video games, but also contained an unexpected number of tabletop RPGs and other things. One of those things is called A Visit to San Sibilia.

A Visit to San Sibilia describes itself as

a solo journaling game in which you roleplay a character chronicling their visit to the city of San Sibilia. It is a city not found on any maps—San Sibilia is both part of and distinct from our world. The city manifests itself differently to every visitor.

I wouldn’t exactly call it a solo TTRPG. It’s more like a semi-randomized writing prompt. The game starts with a description of the city. Which continent is it on? What is the time period? It is tantalizingly vague. The city is a mystery, and you are left to answer those questions for yourself.

The Play

The randomness is primarily provided by a shuffled deck of cards. You start by drawing two cards and consulting a simple chart to determine an adjective and a noun. Together, these describe your character. You might be a lonely missionary, an intrepid journalist, or a blasphemous scholar. (If you’ve played Fallen London, this naming scheme will feel very familiar.)

With your character in hand, you begin your journal. The game provides some questions to get you started. How did you get here? Where are you staying? And so on.

For each new entry in your character’s journal, you roll a six-sided die to determine how much time has passed. Then you draw two more cards. The suit of the first card provides an adjective, and the second card provides a location or event. You might have a serendipitous incident at the bookstore, read some sinister news in the broadsheets, or make a mysterious find in the antique store.

Finally, if your two cards had the same suit or the same value, the city changes. As the game describes, “It might be an expected change in season or politics, but it might also be a shift in reality.” Once you have experienced four of these changes, your time in San Sibilia comes to an end. You get one final entry to describe the circumstances of your departure.

My Experience

I’ve played San Sibilia once so far, over a long weekend. Depending on how loquacious you are, how strictly you follow the rules, and your luck, it could range from one hour to perhaps three or four. I spent about two hours across two days.

The initial description of the city, my character, and the starting questions were a great jumping-off point that immediately sucked me in. As I wrote my journal entries, I did choose to skip a single event and draw new cards at one point, but the random elements did pull my story in unexpected directions. I felt that the “same suit or value” mechanic for changing the city could result in some odd pacing, and I decided to force a change at one point when it was a very long time coming.

The game is simple enough that it’s easy to adjust it to your own tastes. The prompts worked well, and I never really had a hard time figuring out what to write next. The writing process was fun, and now that I’ve gone back and re-read it, I like the story that came out of it.

San Sibilia avoids a lot of the challenges that other TTRPGs have in telling a good, structured story by only having one player, having almost no mechanics, and limiting randomness. The one aspect where the game can fall down a little bit is the random number of journal entries between changes to the city. Even that can be easily dealt with by setting a hard minimum and maximum number of entries in each of these “acts.”

Where to Get It

A Visit to San Sibilia is available on Itch.io and Drive Thru RPG for $5.00. It’s also licensed under Creative Commons (CC BY 4.0), which means you can share it and remix it, as long as you provide proper attribution.

Games for People Who Prefer to Read — The Stanley Parable

If you’ll indulge me, I’d like to personify different types of media for a moment.

Literature is the eldest. From flash fiction to the longest novels, it has been thoroughly explored. Comfortable in its tropes and standard structures, but permitting all kinds of experimentalism. Home to derivative commercial fiction and plotless literary meanderings.

Cinema, and its fraternal twin, television, are mature adults, but perhaps not quite as well-explored as their venerable older sibling. With the advent of ubiquitous streaming, we’re seeing new and exciting forms that break the strict boundaries of commercial viability that have constrained them for so much of their history.

Finally, there are video games. Just blooming into their teenage years, they have realized with a thrill that they can become something more than what they currently are, but are still not quite sure what they want to be when they grow up.

The Stanley Parable

The Stanley Parable is indicative of these teenage growing pains, grappling with the questions of experience and participation that we’ve discussed here before. The game is nearly a decade old, and the narrative ideas that it pioneered have been expanded in other games since then. However, a new expanded edition is coming early next year, so now seems like a great time to talk about it.

The game begins with a black screen and cheerful, perhaps cheeky music plays as we zoom slowly through a very dull office building. We land in a particular drab office, facing the uninteresting back of a man in front of his computer.

The very British narrator sets the scene:

This is the story of a man named Stanley. Stanley worked for a company in a big building where he was employee # 427. Employee # 427’s job was simple: he sat at his desk in room 427 and he pushed buttons on a keyboard. Orders came to him through a monitor on his desk, telling him what buttons to push, how long to push them, and in what order. This is what employee 427 did every day of every month of every year, and although others might have considered it soul rending, Stanley relished every moment that the orders came in, as though he had been made exactly for this job. And Stanley was happy.

And then one day, something very peculiar happened, something that would forever change Stanley, something he would never quite forget. He had been at his desk for nearly an hour when he realized that not one, single order had arrived on the monitor for him to follow. No one had shown up to give him instructions, call a meeting, or even say hi. Never in all his years at the company had this happened, this complete isolation. Something was very clearly wrong. Shocked, frozen solid, Stanley found himself unable to move for the longest time, but as he came to his wits and regained his senses, he got up from his desk and stepped out of his office.

At this moment, when the player first gains control of Stanley, the game has already hinted at its objectives. Stanley has been made exactly for this job. He has been frozen solid, unable to move, as he waits for the player to finish the cut-scene. The player and Stanley have exactly one way to proceed: get up from the desk and step out of the office.

It is this interplay between the player and The Narrator that The Stanley Parable is all about.

The Meta-Narrative

A single play-through of The Stanley Parable is short and strange, and not especially profound. It might elicit a few chuckles. It might be a bit uncomfortable. And then the scene fades and Stanley and the player find themselves back in the office, starting over. The game is not in the play, but in the replay. The peculiarities of The Stanley Parable only become apparent when playing the game over and over again.

As the player, you soon discover that you can make choices that change the story. In fact, your choices have such a radical effect on the story that it is completely different and often contradictory between playthroughs. Strangely, this mish-mash of alternative stories makes any one version of it seem less and less significant. You may like or dislike particular stories, but the game doesn’t tell you how to win or lose. As a player, the most obvious goal is to explore and discover all the different ways to “complete” the game.

In this way, the narrative becomes unimportant. It’s the meta-narrative that matters.

Through playing over and over again, you also discover that you can interact with The Narrator himself. He does his best to describe what you’re doing, and what you’re going to do. He explains that you’ll go left at the fork, and the you can make him a liar by choosing to go right. He explains that there’s nothing of interest in that broom closet, but you can choose to sit there anyway, much to The Narrator’s consternation.

And yet, this is a false rebellion. The Narrator is just another character in the story. Even if you fight the story he has planned for you at every juncture, you’re still choosing from options that have been meticulously planned by the developers of the game. You can foil The Narrator, but you’re still playing into the hands of the developers.

You have choices, and those choices have consequences…for a little bit. Then the game starts over. The world begins anew. The Stanley Parable asks if those choices—choices pre-defined and wiped away after each reset—have any meaning. Can any choices in a video game have any meaning when they only have consequences within the game, and perhaps, within the player?

A Light Touch

These are heady questions, and a lesser game might find itself mired in dull philosophy. However, The Stanley Parable couches everything in absurdism. It alternates constantly between the bizarre and the mundane. Kevan Brighting’s voice acting as The Narrator provides dry wit and hammy over-acting in equal measure.

The game is enjoyable even if you only pay attention to the surface-level silliness. But it gives the player the opportunity to dig deeper, if they so choose. Chances are good that some of the well-hidden story paths will slip by even a dedicated player without a guide, giving the impression that the game just keeps getting more subtle and strange as you invest more time into it. A quick google search for “the meaning of The Stanley Parable” will make it clear that plenty of players have chosen to dig very, very deep into the game. Honestly, maybe a little too deep.

And Even More?

It’ll be interesting to see what The Stanley Parable: Ultra Deluxe edition adds to the original game. This is a game that really affected the landscape of narrative games in the eight years since its release, but that also means that it’s no longer necessarily on the cutting edge.

The marketing copy suggests there will be “new endings and new choices,” which again is merely the surface-level experience that the game offers. More interesting to me will be any new directions the developers take the meta-narrative ideas of the first game. Will it be derivative of the original, or introduce something new?

Getting the Game

The original Stanley Parable is available on PC via Steam.

Despite several delays, the Stanley Parable Ultra Deluxe is expected in 2022, on Steam and consoles.

Games for People Who Prefer to Read — Fallen London

Albert, the Prince Consort, lies on the threshold of death. Facing the loss of her true love, Queen Victoria cuts a deal with the Masters of the Bazaar. They will save Albert, but in exchange they will take the Traitor Empress, her consort, and all of London to their domain deep beneath the Earth. The Neath.

Years later, when you come to the vast underground cavern that contains Fallen London, the Empress and the parliament remain, but it is unquestionably the Masters of the Bazaar who rule the city. The city is changed but recognizable, twisted and reconfigured around its new heart: the mysterious Echo Bazaar. Londoners are resilient, and have come to grips with the strange situation, including the fact that death is now a mere inconvenience — as long as you don’t venture back up into the sun.

Fallen London is a web browser game more than a decade old — an incredibly long run by the standards of such games. Thanks to its art style, its reliance on text, and a steady stream of improvements, it doesn’t feel outdated. It is by turns comedic and dark, and overflowing with Victorian sensibilities and literary references.

Gameplay

The gameplay elements are simple. You create a character, and this character has attributes. They may represent skills you’ve picked up, items you’ve acquired, or connections you’ve made with people and organizations. In general, they represent who you are, and what you can do.

Your character, at any given moment, is in a location. You draw from a deck of cards called the opportunity deck. Your opportunities depend on your attributes and where you are. Each opportunity gives you an illustration, a few paragraphs of text, and usually a choice. The outcome will often depend on your attributes and plain luck, and you may gain or lose something as a result.

Unfortunately, Fallen London came of age in the heyday of FarmVille-style mobile games, with energy mechanics that limit the number of actions you can take before you must wait (or pay) to recharge. You cannot binge Fallen London without paying. That said, it’s designed around brief play sessions, and I don’t think the energy mechanic detracts too much from the experience.

Story

The gameplay is not really the draw of Fallen London. It’s merely the engine for dispensing story. Players have stayed with the game for a decade because of the masterful environmental storytelling, interesting characters, and deeply interwoven plot elements.

There are hundreds of unique characters in dozens of locations within the city. There are centuries of history buried (literally) beneath London, including the ruins of other cities previously stolen from the surface world by the Masters.

You can venture out into the cavern, across the Unterzee. There are strange islands and distant shores. Hell is a real place, populated by bureaucratic and seductive devils. In Polythreme, inanimate objects spring to life.

Above all, Fallen London is a game of mysteries. The rewards most valued by the playerbase are not currency or items. They’re new stories that reveal why things are the way they are in this slightly steampunk, cosmic-horror alternate history.

How did the Gracious Widow come to run a vast smuggling empire? What exactly are the bumbling, Cthulhu-esque rubbery men, and where did they come from? Why do the Masters of the Bazaar steal cities and bring them to the Neath?

Content and Costs

The bulk of the content in the game is free, and there is enough to keep new players busy for months. Additionally, there are seasonal stories that appear for a limited time each year, sometimes with little additions. The developers also release a new story each month, with new locations and opportunities.

The game makes money primarily by selling these monthly stories. Players can purchase a $7 monthly subscription to automatically get all the new stories as they come out, but old stories must be purchased individually for around $5 – $25 each, depending on size. The subscription option also doubles your energy pool.

See You in the Neath

Whether Fallen London pulls you into its story or not, I think it’s a great game for writers to check out, to see just how literary and story-centric a video game can be. It’s a master class in the looping and branching techniques of interactive fiction.

If you like cosmic horror, steampunk, Victorian mystery, you’ll probably find something to enjoy in Fallen London. It’s a weird and living city, deep as Vandermeer’s Ambergris or Miéville’s New Crobuzon. I find myself getting pulled back into it every couple years.

In fact, I created a new account as I was writing this. So if you need an acquaintance in the Neath, let me know in the comments. We can exchange letters, insult each other for our own gain, or take turns attempting assassination.

Writing: The RPG™

In the halcyon days of the mid-2000s, the exploding popularity of alternate reality games got a lot of Silicon Valley types excited about the power of games to motivate people. For a few years, investors were happy to throw money at any product that included the word “gamification.” A handful of useful or interesting products came out of that wave of gamification, like StackOverflow and the StackExchange network it spawned, but a lot of attempts at gamification just slapped points and badges on drudge work in the vain hope that people would suddenly love it. Those products all sucked, and mostly disappeared.

Still, the idea of gamification isn’t completely useless (probably). I’ve browsed the ARG scene in years past, strictly as a casual observer, not a front-line puzzle-solver. In the best cases, it’s an interesting vehicle for storytelling, and it can be pretty amazing how effective a small group of people are at solving a problem when they’re all having a good time and feel like a community. I read Jane McGonigal’s book, Reality is Broken, and while I didn’t exactly come away believing that gamification can fix all the world’s ills, I think it can sometimes be useful as a way to self-motivate.

So anyway, that’s why I sometimes think about treating real-life writing as a role-playing game.

Character Creation

Do you want to play Writing: The RPG™? You can! All you have to do is follow these easy steps that I’m making up on the spot. Get yourself a couple pieces of paper.

  1. Select a character name. This can be your real name, or a pen name, or the name of a friend who has a better name than you.
  2. Select a title. This should be something cool like Iron Pen, Word-o-mancer, or Page Slayer.
  3. Select your starting class. This is a general category of writing or writing-related stuff. Writer, Editor, Blogger, or Reader are all good classes.
  4. Select your starting sub-class. This is more specific than your class: Sci-Fi Writer, Short Story Writer, Fashion Blogger, etc.

Character Growth

Your character levels up by gaining experience points. You start at level 1. To gain a level, you need to get as many experience points as (your next level) x 2. So you need 4 XP to level up to level 2, and 6 XP to level up to level 3.

To gain experience, you have to  do stuff related to your classes.

  • A basic, unexceptional amount of work is worth 1 XP. This might be something like writing 1000 words or a short blog post.
  • Completing a task for the first time gets you a First Time Achievement, worth 2 XP. This is stuff like “First Thousand Words Written,” or “First Blog Post,” or “First Short Story.” You also get an achievement for the 10th time and the 100th time. After that, you’re an expert and you don’t get experience for doing that thing anymore.
  • Completing tasks that are very big or very difficult gets you an experience bonus: 5 XP or 10 XP, depending on how big and monumental you think it is. Finishing a novel or having your favorite author retweet you might fall into this category.

Writing: The RPG™ supports unlimited multi-classing. You can add as many new classes or sub-classes to your character as you want to. To add a class or sub-class, you have to complete a related task. You can’t get the Editor class until you’ve edited something. (Like really edited. Edit a chapter of your novel or something. Just fixing a couple sentences doesn’t count. This is serious business.) If you want the Blogger class, you need to post a blog post, and if you want to subclass into Fashion Blogger, that blog post better be about fashion, dangit.

What’s the Point?

There is none. It’s just a silly game. But maybe it’s a silly game that could actually motivate you to do something you kind of already wanted to do anyway? That’s what gamification is supposed to be good for, after all.

What do you think? Can we come up with more rules? I hearby release Writing: The RPG under a Creative Commons public domain license (no doubt giving up my chance to make millions from a half-assed afternoon blog post). Leave a comment with your additional rules, modifications, complaints, or erotic fanfic mash-ups down below.

Games for People Who Prefer to Read — “What Remains of Edith Finch”

Video games can be many things. They may be about building empires, stacking oddly shaped bricks, or finding misplaced princesses. Most often, they’re about rather a lot of shooting and blowing things up. Games can be simple or juvenile, and they can certainly have bad writing. For these reasons and many others, games tend to get a bad reputation among the literary-minded.

In this series, I want to highlight a few games that care about story. I want to try to prove to the skeptics that some games have something to say, in much the same way that a good book does. These are games where you can’t die. You don’t need twitch reflexes or a deep knowledge of 900 pokémon. Instead, these games work hard to build deep characters and a compelling narrative, and pull you into their world.

So, if you’re someone who loves books and hates games, consider giving one of these a try. You might just be surprised.

What Remains of Edith Finch

Edith Finch is a young woman returning to her childhood home. She is the youngest of the family, and the last one still alive. As she explains, the Finches believe they are the victims of a curse. Few of them die of natural causes. Instead, they seem destined for strange ends, whether their lives are long or cut tragically short.

As the player, you guide Edith through the Finch house, a seaside mansion that has been built-upon and expanded over several generations, a bit like the Winchester House. You quickly discover that the rooms of the deceased Finches have been sealed off, untouched, like little museum pieces. As you open those rooms up, you get glimpses of each person — visions from their perspective, enhanced by Edith’s narration and her journal entries, filling out her family tree with whimsical sketches. You begin to piece together the history of the Finch family in all of its joys and tragedies.

Each room in the house, each person, is revealed through a unique experience. Each is delightful in a different way. They range from eldritch horror to peaceful meditation. From the simplicity of flying a kite or swinging on a swing to navigating a living comic book to vignettes of a camping trip seen through the viewfinder of an old camera.

The uppermost rooms of the house are stacked in a teetering tower. They are a promise made in the opening moments of the game, as you first approach the house. They are the most recently-built rooms, the ones once occupied by the people most important to Edith. She will have to climb to the apex and come to grips with the legacy of the Finch family.

This poignant anthology of stories about death ends on a surprisingly hopeful note. The purpose of the journal, the narration, and the title all come together to deliver a clear message: it’s your life that defines you, not your death.

Getting the Game

What Remains of Edith Finch is a game by Giant Sparrow. It’s available for PC (from several providers), as well as Nintendo Switch, Xbox and Playstation.

Story in Games: Experience and Participation

Games are a special narrative medium for two reasons: they’re experiential and they’re participatory…While other media can give the reader or viewer insight into a character’s thoughts and beliefs, games have a unique power to make the player feel unified with the character.

This is still a blog about writing fiction, but in this post I’m going to talk about video games and the way they can provide some unique narrative experiences that are difficult or impossible to achieve in other media.

Even if you’re not interested in games, it’s worth learning a bit about how narrative in games continues to expand what media is capable of. A good place to start might be interactive fiction, an art form that straddles the boundaries of prose and video games. Interactive fiction is where a lot of interesting experimentation is going on, but more and more “traditional” video games are incorporating narrative lessons that were originally explored by IF.

Gameplay and Narrative

In many ways, the experiences in games can be tracked along two axes: gameplay and narrative.

I’ll define gameplay as systems to be solved or optimized. They are goal-based, whether implicitly or explicitly, and can be open-ended. Examples of gameplay include spinning and placing Tetris pieces or aiming and shooting opponents in a first-person shooter.

Narrative, on the other hand, is the “story” of the game. This may hew close to traditional story structures, as in film or fiction, but it can also branch, or even arise organically from the interaction of systems. Examples of narrative include branching dialogue choices in an RPG, characters talking in a cutscene, or distracting an enemy with a well-placed arrow in order to sneak past them.

I realize that there is a lot that could be argued within these definitions. I made them purposely broad, partly to illustrate how often we categorize narrative and story very narrowly.

Under these definitions, games may still range from no gameplay to all gameplay, and from no narrative to all narrative. However, the presence of one does not necessarily exclude the other — it’s not zero-sum, but it can require a deft hand to balance both.

Preconceptions

There is a certain set of gamers who think gameplay is the most important thing in a game. For this group, a game with little or no gameplay and lots of narrative doesn’t qualify as a game at all. These are the folks who coined the derisive term “walking simulator” for games that are entirely narrative, with little to no gameplay systems or challenges.

In opposition, we find the “games are art” crowd, who tend to be much more inclusive of walking simulators or visual novels, and appreciate narrative as much or more than gameplay. Many of the people in this camp will feel frustrated and excluded if a game has a lot of gameplay to wade through to get to the story, especially if it is difficult gameplay. If the player cares about the story, having that story blocked by gameplay that the player doesn’t care about can be irritating.

What Makes Game Narrative Special?

Games are a special narrative medium for two reasons:

  • They’re experiential
  • They’re participatory

In cinema, TV and books, the author will often try to create sympathy for a character. TV and movies have certain disadvantages here, because the visual media are always showing characters from the outside. Character narration is about as deep inside a viewpoint as they can get. Novels and stories, on the other hand, can use the first-person perspective to put the reader directly inside the character’s head. Even in third-person, they can reveal a character’s thoughts and emotions. The reader can more directly experience what the character experiences.

Games have a similar advantage, and go even further. In games, the player often controls or even inhabits a character. In this way, the player can experience what the character experiences. This is experientiality.

What a consumer of traditional fiction or visual media cannot do is take control of the story. Simple gameplay systems such as choosing where to walk at a given moment, or picking from several dialogue options, make the player an active participant in the story. Even if the choice is artificial and they are eventually funneled into a single location to progress, or the dialogue always ends with the same result, the feeling of participation is a powerful tool.

While other media can give the reader or viewer insight into a character’s thoughts and beliefs, games have a unique power to make the player feel unified with the character. The player becomes invested in the character’s actions as if it were the player making those actions, even when there really is no other option. Players often fall into first-person when talking about actions performed in the game. They say “I accidentally blew up the bokoblin camp,” not “Link accidentally blew up the bokoblin camp.”

Along with this fusion of player and character comes a strange feeling of player responsibility over the story. An unusual first person shooter called Spec Ops: the Line actively explores these concepts of narrative and player agency. The player has no real control over the story, moving from place to place and shooting everyone that moves. But when the characters participate in war crimes, the game asserts that the player did these terrible things. Because of the unification of player and character, it’s hard not to feel some amount of responsibility, even though the only other choice is to put the game down and walk away.

Simple experientiality can be as powerful as active participation and choice, but that power is often underestimated. In What Remains of Edith Finch, the player spends most of the game exploring the many ways that the members of the supposedly cursed Finch family died. It quickly becomes apparent that whenever you encounter a new character, they are destined by the narrative to die. It’s surprisingly crushing then, when you reach a point in the game where you discover that you are inhabiting the perspective of a small child, left alone for a moment in the tub. You know what will happen, and the very fact that you have no power to make a choice to change that outcome is gut-wrenching.

Bringing it Back to Fiction

Games can deploy experientiality and participation to create stories that would be impossible in other media. But is there anything in these concepts that we can bring back to our fiction writing?

I think there is, although it’s a challenge. We may have to dip our toes into the experimental end of the pool.

Mark Z. Danielewski’s House of Leaves is an experimental novel that contains a layered narrative. It presents itself as a book pieced together from disparate documents, collected by multiple authors, and based in turn on lost video footage. It carefully passes the story through this chain of custody, from Will Navidson’s videos, to the old man, Zampanò, to the narrator, Johnny Truant. Implied within this is that the reader is the latest custodian of this story, which has driven its previous owners to obsession and insanity.

The text itself is cryptic and formatted in a variety of strange ways, sometimes swirling around the page with swaths of whitespace, colors or boxes. It is riddled with footnotes (and footnotes to footnotes), “supplementary” materials, and copious references to other works, both real and fictional. In some places, the text is so disordered, the reader must choose the order to read it in. At a broader level, the reader must make connections between disparate pieces of text across the book to assemble the story.

Simply by reading the text, the reader becomes a sort of detective, trying to derive meaning from this carefully constructed mish-mash. The reader begins to feel what Johnny or Zampanò might have felt as they compiled scraps of text into the book, or scrawled bewildered footnotes late into the night.

House of Leaves is a challenging book to read, and was no doubt a challenging one to write, but it is clearly trying to pull off the same tricks that many games achieve: to make the reader feel that they are experiencing and even actively participating in the story.

Trade-offs and Opportunities

Different forms of media will always have trade-offs — things they do better than other media, and things they do worse. For games, experientiality and participation are powerful storytelling tools. Working in fiction, we will always struggle to leverage those tools as effectively as games can.

Still, there are lessons that can be learned from this style of narrative, and perhaps opportunities to allow the reader to experience the story and even feel like an active participant.