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Games that emphasize emergent narrative

emergentmage.com

11–20 of 45 posts

Re: Games that emphasize emergent narrative

#11
post #4

This here is also a great game with emergent narrative: "One Hour One Life". Each time you only have one hour of lifetime and act in a evolving multiplayer world. Just copy pasting the first comment on steam to show what kind of stories unfold: I was born mere seconds before my twin sister in a once prosperous town. Through the years and hardships, the townsfolk seemed to be dwindling in numbers and there were not ma…

Reads like something that could have been generated by GPT-3.

Re: Games that emphasize emergent narrative

#12
I have a hard time seeing most of these as "emergent narrative". They're just random level generation. By that metric Asteroids is "emergent narrative". 5 astroids approached, 2 from the left, one from the top, 2 from the right. I decided to target the one on the top. It broke in 2 but my quick reflexes swiftly took care of the one heading toward me. I gave chase to the other clearing the universe of one of its original 5 asteroids."

To have "emergent narrative" IMO requires a much larger set of verbs than "door, lock, hallway, monsters types A-Z, etc..."

Re: Games that emphasize emergent narrative

#13
post #10

Personally, as a writer and game designer, I find most emergent narrative is actually simulation, and the ones that work depend on the players imagination injecting meaning into the game events. Another version is basically just social media, with game rules and a sandbox aspect. That’s cool, and it can pay off massively, but narrative just feels like a strange word for it. World of natural consequences without impos…

I think there's sort of three broad categories here:

Narrative "emerging" because the level of risk, broad array of "ways to fail" and/or simulation complexity enables players to tell the story of their playthrough in an interesting way. (See: 'boatmurdered', Kenshi).

Narrative "emerging" out of inter player conflict and politics in large multiplayer games. See guild politics in PvP-with-consequences focused MMORPGS such as Lineage II (at least back in the day, it's a bit of a different game now), and EVE Online. (This sort of narrative blends with the first as well, see: http://www.wirm.net/nightfreeze/part1.html)

Narrative "emerging" as a result of very intricate procedural generation that actually does create logically consistent histories and conflicts in a single player world. (See: Dwarf Fortress and Ultima Ratio Regum). I guess things like GPT generated dialog belong here too, but that hasn't really achieved the "logically consistent" part yet.

This article seems to exclusively talk about the first one.

Re: Games that emphasize emergent narrative

#14
post #10

Personally, as a writer and game designer, I find most emergent narrative is actually simulation, and the ones that work depend on the players imagination injecting meaning into the game events. Another version is basically just social media, with game rules and a sandbox aspect. That’s cool, and it can pay off massively, but narrative just feels like a strange word for it. World of natural consequences without impos…

Tynan Sylvester (creator of Rimworld, and author of "Designing Games: A Guide to Engineering Experiences") has some great thoughts on this in the early part of his GDC talk on building a 'story generator' rather than a game. He talks about 'apophenia' - the propensity of players to ascribe narrative meaning to events - and the way in Rimworld they strive to create simulation systems that facilitate that kind of player-provided narrative reasoning.

https://www.youtube.com/watch?v=VdqhHKjepiE

Re: Games that emphasize emergent narrative

#15
not really sure if it's rich enough to count as "emergent", but i've been enjoying playing stellaris in what i think of as "story mode", i.e. taking actions that i would like to imagine as part of a science fictional narrative rather than caring about whether they are the winningest things to do.

Re: Games that emphasize emergent narrative

#16
There is also an evolving scene of immersive participatory theater in real-time 3D rendered Gamespaces.

The ones I have seen are optimized for VR but support normal screen WASD players.

They have a real time cast following a narrative script at showtime, but there is improv feedback with the audience built into the experience.

There are quite a few efforts in this direction: [1] is a good example and [2] is an active producer

[1] themetamovie.com

[2] https://linktr.ee/brendanAbradley

Re: Games that emphasize emergent narrative

#17
post #12

I have a hard time seeing most of these as "emergent narrative". They're just random level generation. By that metric Asteroids is "emergent narrative". 5 astroids approached, 2 from the left, one from the top, 2 from the right. I decided to target the one on the top. It broke in 2 but my quick reflexes swiftly took care of the one heading toward me. I gave chase to the other clearing the universe of one of its origi…

I totally agree. These are emergent settings. Setting is one small part of a narrative. I feel like this actually was a goal game developers were trying to hit in the 90s and there really hasn’t been much progress…

Re: Games that emphasize emergent narrative

#19
Author hasn't listed Noita which is a recent game. Levels are fully destructible and procedurally generated. Every play through feels different mostly because you discover some item you never had before.

Pixel Dungeon is an Open Source roguelike dungeon crawler with procedurally generated maps. It also has high replay value because every play through feels different.

Re: Games that emphasize emergent narrative

#20
post #10

Personally, as a writer and game designer, I find most emergent narrative is actually simulation, and the ones that work depend on the players imagination injecting meaning into the game events. Another version is basically just social media, with game rules and a sandbox aspect. That’s cool, and it can pay off massively, but narrative just feels like a strange word for it. World of natural consequences without impos…

Tynan Sylvester (creator of Rimworld, and author of "Designing Games: A Guide to Engineering Experiences") has some great thoughts on this in the early part of his GDC talk on building a 'story generator' rather than a game. He talks about 'apophenia' - the propensity of players to ascribe narrative meaning to events - and the way in Rimworld they strive to create simulation systems that facilitate that kind of playe…

First game I thought of and glad it was mentioned in the article. It's a brutally fun game, full of sadness and triumph.
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