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Making Games that tell stories

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larienna
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In video games, there are 2 ways that the game tell stories: Either it's a scripted story with single or multiple path, or either it's a story machine that creates stories you can tell. In board games, it is more between Story machine and no story at all. In few games, there are scripted story besides story based games.

Now one think I like in games are story machines. Which means games that creates a story that you can tell and remember years later. Now I was trying to find the criteria that makes a good story machine. On first thought you might say that story based games like Arkham Horror are the only story machines available, but its not entirely true.

I have interesting stories from games that are not story based. For example, my civ game that ended up in a nuclear war which resulted in a world flood. My Pacific Theatre of Operation 2 game that ended up in building an airpot in montreal to attack new york in order to capture washington without using te panama canal. Or my game of london 1888 that endup up in finding jack the ripper son the fist action of the first turn of the game. Or when in Twilight Imperium I decided to put all my resources to attack a single player which cought everybody by surprise.

On the other hand, it seems that there is little story to be said about abstract game. It seems you need some thematic base is necessary in order to build up a story in your mind. It's like in catan where 4:1 sheep to brick trading is illustrated as compressing sheeps in a machine to make bricks. Without a theme on those resources, it would be impossible to make a story out of them. Historical games also seem to have a strong story telling aspect if a lot of bifurcation from the original history is possible.

So do you have an idea of what element is necessary to make a goo story making games? The goal is to make the game create a story (or an series of events) that you could remember and tell others.

EthosGames
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The Hero's Journey

larienna,

Your question, "...what elements are necessary to make a good story..." Is something storytellers have asked themselves for centuries. Story has always fascinated me and in my search to understand it I have come across one especially helpful resource. In his book THE WRITER'S JOURNEY Christopher Vogler expounds on the idea that there is an essential DNA of Story that can be determined by studying the commonalities between Myths in multiple cultures that have stood the test of time. Vogler describes an outline of "the Hero's Journey" that can be found in some shape or form in every story ever told. For example every story begins with the following stages: The Ordinary World, The Call to Adventure, Refusal of the Call, Meeting With the Mentor, etc... (you can read it all at http://www.thewritersjourney.com/hero's_journey.htm) Take a look at the Hero's Journey and try to think of any good story that did not have those elements in some form. Let me know if you think of one... I have not.

Vogler also explains that there are character archetypes such as: Heroes, Shadows, Mentors, Shapeshifters, etc. that can also be found in every story.

As a game designer I have spent many an hour contemplating how to use this understanding of Story to create truly interactive and dynamic Story mechanics. Obviously there are games that have succeeded in telling a story. One of the strengths of DnD is that there is a story teller who can intuitively include these elements and archetypes. There can't be a DM for every story based game though so we have to create some mechanics that will produce these elements in interesting and plausible ways. There are games that have already explored doing this. The Pathfinder games do a good job at creating a randomly generated stages in the journey. Games like Of Mice and Mystics take a more scripted approach.

Take a look at the Heroes Journey (and Heroin's Journey) at that website and let me know what you think.

What ways do you (and anybody else) see The Heroes Journey in well known games?

How can we use this knowledge as we create stories in and through tabletop games?

P.S. ON ABSTRACT GAMES: I would argue that even abstract games are Story driven. In Chess there is the story of a medieval power struggle where the Quean is actually most powerful and even a pawn can rescue her. In Catan other players act as enemies, allies, mentors and shapeshifters. There is even a shadow character in Catan! Or am I defining Story too loosely?

Masacroso
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In go, one of the oldest

In go, one of the oldest games and one of the most played and beautiful (for me the best game existent) each game is a story.

Game is abstract but you are building slowly with intentions. Players of go can see the story, players not into the game just can see stones.

This is because you build the game with intentions and abstract concepts as "influence". Well maybe this isnt the level of story you are wanting for a game but must be useful to think what is a story, from the more abstract feel to the more concrete.

By example: I can think that a story need some mini-stories into them to build a big one, i.e., some things with a identity. The identities flow into the time and the flow of identities is the story itself.

So a point to start to think is about create some identities that evolve in the game. Identity mean some that have some half-life and something that can evolve in MANY ways (many ways = enough amount of freedom that make thing the identity as something that is live. The opposite to this is something than appear as a robot or too mechanic).

RyanRay
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A well-designed game will

A well-designed game will create stories even if it is not a story-driven game. I'd prefer to think that the SCENARIO more than the designer's plot construction is important.

Example: "We were playing Forbidden Desert, and we almost got out of there but the Navigator didn't get back to the launch pad in time! We were so certain we had it made until the Storm started to pick up 3 times in a row." The designer (Leacock) did not ever write that specific storyline to unfold, but it did anyway because of the scenario.

Even in abstract games, some of my best game memories are from times that someone shot the moon in Hearts and totally screwed everyone else. I vividly remember my friend Matt doing laps around the house (literally, outside around the house) after one of those events.

If you ask me, most games are NOT designed to really tell stories. They exist to give us a risk-free environment of tension and release where we can try new things and experience a different world, or job, or culture, or fantasy, etc. The only real story-driven games I can think of are tabletop RPG's since it really is the story that directs most of what happens, not the mechanics, or the deck you've built, or seeing who has which region under control.

devaloki
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I think what would be best is

I think what would be best is if the story is conveyed not by long event cards, but in a nonlinear fashion and without having to rely upon scenarios. Story games that are scenario-based have next to no replay value.
Convey the story through bits of lore and suggestions rather than making the player have to play a linear campaign and making the player have to read through a ton of story paragraphs on each card.
Arkham Horror does this type of thing quite badly. If you just want to play the game it is annoying because you have to read a long ass paragraph or two on each card and scan it for the gameplay segment.
What you should do instead is put the gameplay elements clearly at the top, and the story should be conveyed via some flavour text or a short paragraph at the bottom of the card, so if a player just wants to play the game they can do so.
So as said, to summarize things, build a world and lore rather than a linear story and you'll be good to go. Don't make the story obtrusive to the gameplay elements.
Look at how the video game Demon's Souls handles story and lore. I think that type of way of handling it would translate well into board games.

pelle
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I disagree about there not

I disagree about there not being boardgames with a scripted story. Ambush! is an extreme example, but (as hinted at already above) any game with scenarios will tell a scripted story of some sort. For instance any scenario in a historic wargame will usually tell you the background for some battle, what events lead up to it, what units were there, what was at stake, what the historic outcome was, and whatever happens in the game will tell you a story based on that.

For games to generate a good story though, I think the greatest story-tellers in boardgames are dice. Something hilarious and extremely improbable happens and you have an instant great story right there. But you have to play a game many times before that is likely to happen, and for any given player group might never happen to your game for them. If you have enough groups playing there will be stories generated by the dice that are told and retold, increasing the popularity of the game.

pelle
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In general I think the least

In general I think the least abstract a game is, the more simulating it is, the better stories you will get. A historic wargame with lots of details (think ASL) will generate stories almost every turn you play, and not infrequently great stories that will be retold at later times. Guess that is why so many can put up with the hundreds of pages of rules to be able to play. Personally the complexity is too much for me, but I accept that a trade-off in playing simpler similar games (eg ASL Starter Kit) is that the stories are a lot less interesting and not as much entertaining can happen.

larienna
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replying to both threads at

replying to both threads at the same time.

Quote:
I'd like to hear more about what the OP means by Story machine, in the context of board games.

I think what makes a game a story machine is the interest in remembering and telling the story. It has nothing to do with the game beign a story based games. I played a few Arkham Horror games and there actually none of them that I do remember. And if I did remember, it's not the text on the card that I would remember but rather the outcome of the game (Remember that time when I was alone in the city and fought 5 monsters on the same space)

Quote:
I think what would be best is if the story is conveyed not by long event cards, but in a nonlinear fashion and without having to rely upon scenarios. Story games that are scenario-based have next to no replay value.

Quote:
I disagree about there not being boardgames with a scripted story. Ambush! is an extreme example, but (as hinted at already above) any game with scenarios will tell a scripted story of some sort.

True, I have not thought about this. All historical games seems to be scripted. The stories you make out of them seems to be the historical variations you create which again, returns to the idea that stories are created from randomness and surprise (for example, in my PTO game, on the 1st month of war, 5 based captures and 90% of the american fleet is sunk. 2nd month, invasion of hawaii, 3rd month invasion of US). So this outcome is very different from the original historical outcome making it a good story to tell.

Quote:
In general I think the least abstract a game is, the more simulating it is, the better stories you will get.

True because you have a thematic structure to base yourself on.

Quote:
I second that. The game needs to include some randomizing element (could be the players themselves) to allowing things to unfold differently from game to game. When situations start to feel "samey" I imagine it's hard to evoke a sense of story.

Yes, making the game unpredictable through randomness and variety could be interesting. It just makes the game harder to playtest because you could end up with many outlier.

--------------------------------------------------------------------------

So from all the comments I compiles, I think it could be summarized as:

- Stronger theme

- Surprise elements

I would add variety, which creates somewhat an element of surprise. For example, in Arkham Horror, the fact you have so many mythos cards makes every game a new surprise.

lewpuls
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Every game has a narrative . . .

To me, almost any human activity has a narrative, a series of events that can be recounted by the person at the center of those events. A game has a narrative, going to the beach for the weekend has a narrative, going to a party has a narrative.

A game is a source of events, but so is any other human activity. There is no difference. To say a game is not a narrative, is to say that no series of events is a narrative.

Something becomes a story when it is interesting to large numbers of people.

I have much more to explain here, have to be a blog post.

I recommend you listen to my videos "Are you a Game Designer or a Fiction Writer" (http://youtu.be/Gl9EMszhYNo ) and "Interesting Decisions or Wish Fulfillment" (http://youtu.be/tZV8GGP5sio ).

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