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Table of Contents
1.4 Narrative design
1.4.3 Game story: 4 Layers models

Experience game developers also suggest a 4 Layer model for building up the game story. With this model you start with the basic gameplay and then add more to the storytelling with every layer.

Layer 1: Gameplay. In the first layer you have to plan the gameplay with the story in mind following four rules:

  • Gameplay has to be coherent with the story, where players actions are getting them deeper into the story and everything makes sense.
  • Streamlining the steps player has to take to reach the goal. The steps should be reasonable and prevent player from getting lost or not knowing what to do next. 
  • A sense of achievement should be evoked by the challenges player face, to make the play itself reveal the story. 
  • Action confirmation is required to make sure that player understand what are their actions, why they do them and what may be the result of the action. 

Layer 2: Narrative goal. Next step is to add some more to the story with the narrative goal. The goal would encourage player to do the actions that build the story. The goal could be created from:

  • Mystery - something is hidden and player wants to find out what it is.
  • Uncomfortable environment - player is in the environment that makes them feel bad, scared or sad and they want to leave the place as soon as possible. 
  • Character conflict - player has to interact with other characters in a game to fight them, or make them feel good or help them. 

 

Layer 3: Narrative Background. Game mechanics is not enough to make the player feel as he is inside the story. The game environment should also be part of the story adding up to it, and be meaningful. Here are some examples what is a good narrative background:

  • Story fragments - narrative clues scattered through the environment which are stumbled upon while playing. These items should never become an obstacle and interrupt the gameplay. 
  • Complementary dialog - the conversation happening with the player or among other characters that gives context to the story and make the characters seem more realistic. 
  • Emotionally significant assets - are the items that are emotionally important for the story and carry additional meaning to being just an object or a weapon. 

Layer 4: Mental Modeling. The goal with this layer is to change the way the player perceives and thinks about the game. Every player perceives the game based on their experience in real life, so the game has to reveal for the player how it is in game world and this will change player’s perspective.

 


Online Resource

Article on Narrative Design

 




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