Note: this post was first made on the official forum of the Narrative Designer's Network. I'm reproducing it here with a few minor edits, because it nicely sums up my views on game narratives and flows into the point I made in my previous post. Be warned, it's a long one.
[This post is about] the depth of a narrative in a game and how the concept of choice factors into that (I also branched out to characters on a whim). This argument is predominantly geared towards action games, partly because this is the genre I play the most. But since it is also a genre in which story plays a large role, I do not feel I am constraining my points. Throughout this piece, I draw examples from Half-Life 2, Deus Ex and Mirror’s Edge, so there are some spoilers for those who have not yet played these games.
Since this blog focuses primarily on the theory and practice of Narrative Design, it might be helpful to first explain exactly what that is. The term was first coined by Stephen E. Dinehart, who is a "transmedia designer, writer, artist, and Narrative Design evangelist". Having worked on games as diverse as Company Of Heroes, Warhammer 40,000 and Constantine, he certainly has the professional experience to back up his convictions.
Stephen has recently founded the Narrative Designer's Network, a community for burgeoning and established Narrative Designers. A post made there goes a long way to explaining what it is a Narrative Designer does exactly, but looking beyond the responsibilities of the specific function, I'm going to delve into the overarching concept of Narrative Design.
Welcome to Playthroughline, the online home of writer/narrative designer Joannes Truyens. Together with a bunch of cool people, I made Neurocracy, a hypertext game that invites you to solve a murder in a near-future world by diving into the Wikipedia of that world.