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How Games Tell Stories How Games Tell Stories Hot

How Games Tell Stories

Games tell stories. They can tell a big story of victory and defeat, of treachery, of despair, or even of how you managed to impress a king a bit more than the other players. But how they do it, that's the real question.

There has been a lot of talk about theme and setting and how the mechanisms of a game can help or hinder the two. Setting is a great term to use when talking about a game. The setting is the background, the source material, and the universe the game takes play in. Theme on the other hand is a more wonky term. Michael Barnes has proposed – if I’m reading him correctly – to use theme as a way of describing what the game is really about. So for instance Battlestar Galactica is a game with a space setting, but the theme of the game is betrayal and what it means to be human. But to most of us theme will still mean more or less the same as setting, and in some games the two will – I believe – overlap even if using Barnes’s term.

Now, a long time ago I wrote an article about stories in games. In that I argued that “story” was how the game actually plays and not just what it was about – story as process, or dramaturgy in other words. And furthermore I suggested that a game can consist of both large and small stories; that is the ebb and flow of a game of Starcraft vs. the tale of how a swarm of zerglings overrun a lone marine. Personally I often play games because of these stories. And not just the stories inherent within the game fiction, but also because of the shared stories between the players; the story of you backstabbing me once again (or rather the other way around if I must be earnest about my play style), of how I always roll badly, and so on. For this article I'm interested in the first kind of stories; the ones that are created by the game or in the game.

I believe we need to talk about how games tell stories. Not what kind of stories, but simply how. Not because it’s in any way groundbreaking or new, but because it might help generate a framework for further discussion. So I'm gonna start by suggesting six different ways games can tell stories, namely through basic structure, by physical presentation, rules exceptions, flavour text, paragraphs, and finally rich settings. These categories are not enclosed and they will often overlap - one story might be supported by both the pysical presentation and several rules exceptions - but that does not change that both can be considered categories - or tools, rather - in themselves. Let's go.

Basic structure
By basic structure I’m thinking specifically of those game that create a sense of dramaturgy – of a big story – because of the way the rules make them play out. Risk 2210 is a great example; simply because of the five round time limit the game forces players to take certain risks while at the same time simply depicting a certain time frame for the war.

I talk a bit more about Starcraft in the article mentioned above, but the use of phases is also a basic structure that generates a mad dash for special victory. And yet another example is the Clone Wars edition of Risk where Order 66 and especially the dead simple Order 66 track (the longer you wait, the higher the chance of defection) give the game structure and thus story.

But of course also the traitor mechanism in Battlestar (and especially the way it allows the traitor to fuck things up without revealing himself) is a story generating basic structure.

Physical presentation
A couple of good examples of this story mode are Trias and Lost Cities. Not games that tell interesting stories – Lost Cities is in some ways the poster child of a pasted on theme – but hear me out. In Trias the board will gradually change as the continent tiles drift apart. And since you cannot connect a land mass to the basic continent (Pangea) after it’s drifted away, you get a very visible and clear presentation of an evolving land mass. You actually witness continental drift and as the game progress, so does the story. Admittedly, the dino herds, the fact that your dinos can turn into “swimmers” and so on make no sense at all, but what’s important here is that the way the board physically changes during play tells a story.

Lost Cities is somewhat similar and at the same time totally different. Each card in the different series tells part of a story. You start far away from a treasure, and each card brings you closer. The story is undeniably there, but it is only remotely linked to the game itself. In fact, you could get the story just by looking at the cards in succession. But the rule about not being allowed to play a card that’s lower than one already on your expedition actually means that when you play, you will be told the correct story. It’s not a big story and I certainly do not “feel” it as I play, but it is there and in a more story-oriented game such an effect could be put to good use, I think.

Graphics aren’t story in themselves. So slapping Egyptian pictures on tiles does not give Ra a story. But requiring a flooding in order to score farmlands is on the other hand, but then again this particular story would still be told even without the graphical presentation of floods.

Rules exceptions
Of course all rules can help or hinder the story of any given game. But often rules exceptions will help tell that small piece of history or allow it to play out during play. The priest from LNoE being immune to the sex card is a prime example, but the way Memoir ’44 uses special forces is another. For instance the French Resistance troops have the opportunity to withdraw extra spaces when forced to retreat allowing them to melt away in the woods and regroup for another attack.

There’s countless examples of this, but what’s important is that rules like that can also be made to balance out the game part of a game. So while small extra rules and/or exceptions can certainly help to tell stories during a game, it doesn’t have to be that way. And more exceptions can often hinder the story – like with how only one person at a time can build a fence in Agricola.

Flavour text
On of the simplest ways of telling a story in a game is to simply write it. But by flavour text I don’t mean paragraphs which I’ll get to later (even though they are related). What I’m thinking of are the small blurps of text often found on cards in for instance FFG games and games from Flying Frog.

Now, flavour can both tell a story (or help tell it) and it can set the framework for one. The long descriptions of individual races and their backstories in Twilight Imperium, for instance, do not produce story in the game as such. But if Letnev and Sol clash during the game, the backstory can help to add a sense of story to such a clash. Or maybe it was even initiated because a player wanted to play the role of Sol and go after Letnev because of all the wrongs they supposedly did according to the backstory.

The best example of the other kind of flavour is the title of a card from the zombie game Last night on Earth. It simply says “this could be our last night on earth” and the effect is that a female and male character in the same space will lose their next turn because, I assume, they’re busy smooching. This is brilliant use of flavour text, and it just gets better when you learn that the priest character is immune to this card (which is a rules exception).

But also just the title of action cards in for instance TI3 can be said to be story generating flavour text. The card that lets you destroy a damaged ship, for instance, is not called “destroy a damaged ship”, but “critical hit”. It may not be a big story, but story it is.

One of the problems I have with A Touch of Evil is that when playing the corporative game, the villain progression track or whatever it is, is just a table. Roll a die, see what happens. In Arkham Horror you are told what happens. A gate opens. Maybe the GOO is closer to awakening (adding doom tokens) and there’s even flavour text or actual events on the cards. The table seems to be an add on rather than an integral part of the story the game’s telling and thus lack of flavour text can also, I think, hinder the story of a game.

Paragraph
Paragraphs can be said to not generate story, but to be story. Mechanically a card in Arkham Horror could just say: test luck, if you succeed you gain a lantern card. But instead you get a long story about how you travel with an explorer to the dark cave and there have the opportunity to venture further in and maybe find a lantern some less fortunate spelunker left behind. And in fact several people play with the rule that you don’t hear about the possible outcomes before you choose to commit to something during an encounter.

I have never played Tales of the Arabian Nights, but the paragraphs of Arkham Horror continues to amaze me. Especially the other world encounters. I seem to recall on that simply says something in the line of: “If only you can make it to the idol in time and escape. Test speed …” and so on. That is one hell of a story you get the opportunity to imagine right there.

Some of the paragraphs in Arkham tells you the full story, but a lot of them is not much more than the “critical hit” card in TI3. They are vey much open texts (Eco) and the best of them can set your imagination spinning.

Story rich setting
This category is a bit of a stretch. But I do think that a setting rich in story – Lord of the Rings,for instance – will help a game generate story as it progresses. I firmly believe that the Knizia coop LotR retells the ring bearer part of the story in an impressive way. Not because you read the story or experience it, but because you feel it. Or at least I do, and this is obviously because I know the books the game is based on.

Another example is A Game of Thrones. I tried (and very much liked) the game prior to reading the books, but after reading them I find that it helps the game tell a story simply because I know who the houses are and what they’re like.

Both games obviously also use rules to help the story (the support mechanism in AGoT for instance) and/or to support the theme, but having a huge and for me interesting backstory helps a lot. And more than just the background flavour in TI3, I think.

Lastly
Now, I am most certainly forgetting stuff here. But I believe that the categories mentioned above are a good place to start. Especially since they all – with the possible exception of the last one – can be said to tell actual stories and not just help them along. And I hope that by making these classifications it’ll be easier to look at the kind of stories games tell with all of their mechanisms and bits and not just the ones I’ve mentioned here.

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Comments (25)
  • avatarSuperflyTNT

    Nice work, Mads.

    And for those who would argue that Lost Cities tells no story, this is the proof that it does, provided you have the requisite imagination:

    http://www.boardgamegeek.com/thread/287808/the-unmanning

  • avatarSagrilarus
    Quote:
    Basic structure
    By basic structure I’m thinking specifically of those game that create a sense of dramaturgy – of a big story – because of the way the rules make them play out. Risk 2210 is a great example; simply because of the five round time limit the game forces players to take certain risks while at the same time simply depicting a certain time frame for the war.

    This I think is the most evocative and most underused aspect of storytelling in the industry. By placing a beginning-middle-end (refer to mads's prior article linked above for detail) into the overall ruleset adds a sense of urgency that drives the story. You can't ignore it because its baked into the very nature of the game. It gives the game footing that can't be overlooked.

    The upcoming What Price Glory seeds story by embedding historic events into the game pieces. On the Eastern Front a card that executes the Treaty of Brest-Litvosk (peace between Germany and Russia) becomes available halfway through, switching off half of the board when the German player deems appropriate. This is a big deal for the Russian player. Fully aware that the card is on its way they're pressed to make gains before it arrives. The political aspect of the war that pressed the treaty onto the Germans isn't modeled in the game, but the effects of it on the military aspect (that ARE modeled) are enabled by a simple card that looms over the game and drives action. It's a dependable, fixed waypoint in the story.

    Twilight Struggle and its cousins use a similar concept but the historic events are so jumbled that I don't get the same kind of narrative from them. Too piecemeal for me. Good game, but not as strong from a story perspective.

    S.

  • avatarJason Lutes

    Good stuff, Mads. The creation what I would call an "emergent narrative" -- the story that comes out of interaction mediated by a ruleset -- is the thing I live for in boardgaming. Games that do it well always end up at the top of my list, and as an amateur designer it informs my entire approach to making a game.

    I love how special powers/rules exceptions can create a bit of narrative texture or drama. One thing that could be improved in most FFG games that include card-based special abilities is just giving the ability a name or title. In a lot of their games, a given ability might be explained in rules terms, but with little or no suggestion as to its significance in narrative terms. Most of the time, of course, you can infer what an ability is meant to convey or capture, but I love it when a simple title helps to frame the use of the ability. Your "This may be our last night on Earth" example excels in this way.

    As far as flavor text goes, the more epigrammatic the better, imo. When a piece of flavor text is short and suggestive, it's flexible enough to accommodate a variety of gameplay situations. Longer flavor text is less likely to get read, and often ends up being too specific for any given context in which it might arise. Designers should try to limit flavor text to a single line (two at absolute most), the more suggestive the better.

  • avatarSpace Ghost

    Great point about flavor text, Jason. We have always found the flavor text in Magic to perfect (although not the best written) in terms of length...and now we just say the flavor text when we play a card, rather than what the card does

    Also, great article. I find rules exceptions to be what drives the storytelling for me. And, it is what drives my imagination the most -- it is the extra bit of chrome and frosting that makes a world come alive. It is the opposite of what is done in Agricola (which I like, but I think fits great in terms of description) where a rules constraint artificially restrains a game to make it play better.

    Given the two options:

    1. Start from a constrained system and creat exceptions to evoke a world/story

    or

    2. Start from a free system and create constraints to make the game play more smoothly

    I think I always choose option 1. I will sacrifice efficiency and smoothness for a little chrome and uniquenss.

  • avatarclockwirk

    I like the idea of flavor text, but in reality it does almost nothing for me in terms of adding to the overall story of the game. Most of the time, the flavor text on a card is very isolated from the rest of game because those cards (like encounter cards from AH) are drawn in a random way so they don't have any progressive, narrative relationship with each other. Typically, I draw an encounter card, read the text, forget the text, and move quickly on to effects that the card has on actual game play. Yeah, it momentarily helps to draw you back into the theme/setting, but the game effects are more important to me. Two turns later, I can't remember why there's a flying polyp on the board, I just know that there is one.

    The story arc of how the game develops between the players is much more important to me.

  • avatarSagrilarus

    Without an effect on some aspect of the play "flavor text" doesn't have much of an impact.

    S.

  • avatarSuperflyTNT

    Depends. I've been developing a game for several years, and the flavor text tells the story of the characters. Each piece reveals something of the setting or people therein, and some of the text provides clues on how to do certain things in-game.

    For instance, you get VPs for knowing a piece of information that can only be had if you have X in inventory. Sure, I could've simply said "get 1 VP if this is in inventory" but it didn't add to the narrative. So instead, it's "when you learn X, you get Y".

  • avatarSpace Ghost
    Quote:
    Each piece reveals something of the setting or people therein, and some of the text provides clues on how to do certain things in-game.

    I think this is the biggest use of flavor text -- it fleshes out the world.

  • avatarThirstyMan  - re:
    SuperflyTNT wrote:
    Nice work, Mads.

    And for those who would argue that Lost Cities tells no story, this is the proof that it does, provided you have the requisite imagination:

    http://www.boardgamegeek.com/thread/287808/the-unmanning

    Give me a break!

    Jesus, I could write a thrilling tale of Yahtzee, but it still doesn't mean there is any real story at all. I've played Lost Cities once and that would be once too much....there is no story....its a card game involving numbers.

    Even playing OCS Case Blue has a theme and a story ... it is not an abstract game....but Lost Cities....????

    To even try to say Lost Cities tells a story, is to misunderstand the difference between abstract and thematic games.

  • avatarubarose

    I'm glad you mentioned how just titles and pictures can create story. Like in Talisman, the Dragon card could just be the number 7, the Boar could just be the number 3. But they aren't. They are a Boar and Dragon. Talisman would suck if you fought a 3, got turned into a 1 and then got killed by a 7.

  • avatarSpace Ghost

    Uba -- that sounds like some shitty "math adventure" game used for 3rd graders.

  • avatarSuperflyTNT

    Andy...it was a joke, man. The heat out there is getting to you. Head to Dubai, get into that ski slope, cool off, have a McArabia... ;)

  • avatarSagrilarus

    Yeah but that stuff is just a coat of paint. It's nice-to-have stuff that encourages you to speak with a funny accent.

    How do you embed story into the game itself? How do you get storyline to enable the outcome of a game?

    As a GM years ago I would want to give players freedom to live their lives in my world, but I wanted to give them specific goals too. I wanted them to see an opportunity to do something to give them a direction, a reason for being there. In caverns or dungeons I'd map out 30+ rooms but there was a funnel room -- one room that had to be traversed in order to get to the exit on the other side. I could put the important nugget of information or the object they needed in order to proceed in that location because it was the one place they could not avoid. The other rooms had descriptions and stories for the short-term moment, but the funnel room had the big piece. It had the material for the long-term goal of the entire adventure.

    It was a compromise. Some of their free action was taken away. But most of it wasn't and I could use this relatively small, likely unnoticeable limitation to enable story. With a human mind at the helm it's easier to fill in the details as they go because I could weave when opportunities presented themselves. But for linchpin pieces I needed to put them in an unavoidable location.

    How does that play out in boardgaming? How do you turn narrative into an important aspect of the play? How does a piece of flavor become a waypoint that must be traversed in order to journey to the end the game on the table?

    S.

  • avatarclockwirk

    Thinking more about flavor text...I, maybe contrary to Sag, think that the use of flavor text in Twilight Struggle adds to the overall story of the game. Certain cards need to be played so that other cards can be played, certain cards negate the effects of other previously played cards, etc... and the historical flavor text on those cards give a good reason why the cards do what they do. Each event isn't isolated, but can depend on what happened previously.

    I'd like to see a game where event cards are divided up into stages throughout the course of the game. The events in stage 2 could then be tied in and dependent on what events transpired in stage 1, giving the players a more evolving and consistent story. I know there are some games that have stages of event cards, but I'm not sure that they're tied in to each other chronologically in this way. I guess Twilight Struggle did this to a certain degree with it's Early, Mid, and Late War decks.

  • avatarSagrilarus  - re:
    clockwirk wrote:

    I'd like to see a game where event cards are divided up into stages throughout the course of the game. The events in stage 2 could then be tied in and dependent on what events transpired in stage 1, giving the players a more evolving and consistent story. I know there are some games that have stages of event cards, but I'm not sure that they're tied in to each other chronologically in this way. I guess Twilight Struggle did this to a certain degree with it's Early, Mid, and Late War decks.

    This goes back to my comments last week about the deck not being able to sense game state and act accordingly. Twilight Struggle's three decks provide some level of chronological ordering which is certainly better than none at all.

    I don't have a problem with flavor text, it's just a junior player in the concept. When a card fundamentally changes the future of the game and the words on that card reflect the change in story . . . that's when theme is doing heavy lifting.

    S.

  • avatarSuperflyTNT

    Sag:

    In the game I've been working on, an encounter allows you to make a choice: deliver the child to her parents in a city, or kill her and eat her, which in the context of the game where food is crucial to have, is a big decision.

    If you ate her, you keep that card as an "evil action". If you later go to that city and pull any of a number of encounters, from that point forward you cannot use the doctor in the city.

    There's a lot of things like that in this game. It's very different.

  • avatarJason Lutes
    Quote:
    I don't have a problem with flavor text, it's just a junior player in the concept. When a card fundamentally changes the future of the game and the words on that card reflect the change in story . . . that's when theme is doing heavy lifting.


    I see the interpretation of what constitutes a fundamental change in the game state as the job of the players, and one that often takes place during the retelling or reexamination of the game session. For me, the strongest narrative drama to be found in a boardgame is not in a particular card or predetermined piece of story intended by the designer to be revealed at the right moment, it's in the interactions and cumulative effects of various game elements. When I as a player formulate a course of action based on the order in which I choose to utilize the resources I have at hand, that planning and its attempted execution can be huge in story terms. Giving the players a set of tools with which they can tackle situations creatively and from a variety of angles is, imo, a superior approach to game-narrative than a design that "funnels" the story. In a well-designed game, the strategy creates the story.

    I've been playing a little WotR lately, which is a great illustration of this, along with several of the ideas that Mads raises. Accumulating 2-3 strategy cards that play off each other and waiting to execute them at the right time and in the right order is satisfying from a gameplay perspective, and more often than not results in great drama.

    On the other hand, way too much flavor text in that game...

  • avatarSagrilarus  - re:
    Jason Lutes wrote:

    I see the interpretation of what constitutes . . . . . . and more often than not results in great drama.

    That's some great writing right there.

    S.

  • avatarmikecl  - re:
    Jason Lutes wrote:
    For me, the strongest narrative drama to be found in a boardgame is not in a particular card or predetermined piece of story intended by the designer...Giving the players a set of tools with which they can tackle situations creatively and from a variety of angles is, imo, a superior approach to game-narrative than a design that "funnels" the story. In a well-designed game, the strategy creates the story..


    Well said. I'm probably going to get murdered for this, but that's exactly how I feel about Android. I know a lot of people hate it, but I love it for the story you get to create playing it.

  • avatarThirstyMan  - re:
    SuperflyTNT wrote:
    Andy...it was a joke, man. The heat out there is getting to you. Head to Dubai, get into that ski slope, cool off, have a McArabia... ;)

    My response was to the link, not you, Pete.

    Kuwait is building an ice hotel so will all be cool soon.....

  • avatarmads b.

    Thanks everybody for some cool comments. I'll try and respond a bit here.

    First, about Lost Cities. I'm not saying that the game tell a story. However, I do think that the way the game looks sets a certain mood that gives it just the barest hint of being about expeditions into the unknown. However, there's no doubt that the images, when put together, tell a story of getting closer and closer to the temple/pyramid/whatever. It's not a big story, but it is a story and as such a great example of how graphics can tell stories.

    Concerning flavour text I find it hard to think of an example where the flavour text adds much to the big story in a game. For instance I find it strange in Runebound how you can defeat the evil necromancer Vorakesh (who according to the rules and the flavour text on several cards is behind the entire thing) early in the game without it having any effect on the overall story whatsoever. But at the same time it's brillant that by defeating "mistress of the ferrox", you get the ability to later automatically defeat another Ferrox-encounter. And I agree with Jason that for instance the special character abilites in Runebound could really use a name or some flavour to explain them. No, it wouldn't add much to the greater story of the game as Clockwirk says, but personally I still enjoy the little ones.

    Jason also writes - if I understand him correctly - that some of the funamental changes (big swings in the story, I assume) are not obvious until after the game. This is spot on when it comes to how I play games. I love talking about how things went, about possible moves that could have been made, game changing dice rolls, and so on, and often that's precisely when the big story of the game materializes for real. Part of the post-game discussion is of course analysis of what worked, what happened etc. (especially with new games), but in the end it is very much about creating the tale of the game just played.

    Also as a comment to Sag I'll say that when I write role playing scenarios I often mix in board game elements that are specifically designed to alter the story. For instance I once wrote a vaudeville which had a very set basic structure and more or less specific scenes that had to be played. But at the same time each player had a handfull of cards that could be used to alter the scenes (for instance by forcing another player to leave the scene, by introducing an NPC, a letter, or some such). The idea behind was that we wanted to mimic the very rigid storytelling constraints found in vaudeville while at the same time enabling direct player influence in the actual story told. And the reason I'm telling this is that I believe constraints create choices, and that it's often better in a role playing game to have the illusion of free choice. In other words I think your funnel room is a perfect way to generate (big) story while still leaving lots of room for the players to add their own (small) ones.

  • avatarDair

    I'll jump in a little late and put in a mention for great flavor text. This can really enhance a game and the perfect example to me was L5R. Granted, they used actual narrative text in the rulebooks, but the cards' flavor texts helped fill in the story details. Because of the the nature of a CCG, the story was ongoing (up to a point) and I loved it. There was nothing better than discovering a piece of the puzzle through the flavor text.

  • avatarmjl1783
    Quote:
    Paragraphs can be said to not generate story, but to be story. Mechanically a card in Arkham Horror could just say: test luck, if you succeed you gain a lantern card. But instead you get a long story about how you travel with an explorer to the dark cave and there have the opportunity to venture further in and maybe find a lantern some less fortunate spelunker left behind. And in fact several people play with the rule that you don’t hear about the possible outcomes before you choose to commit to something during an encounter.

    That's all very neat, and it enhances the game's sense of setting and narrative... the first time you read it. After that, it's nothing more than "Test Luck. Success: Gain a Lantern card." It's a tiny little story with two possible outcomes. Once you know the plot and the ending, there's nothing there that impacts the game beyond whether or not you get a lantern. No reason to read it, no reason to care.

    Games like AH and Runebound, which are so dependent on flavor text, have a billion expansions for a reaason. The more you play them, the more you diminish their ability to tell you anything of interest. Paragraph games do very much the same thing from a narrative standpoint, and they have the very same weaknesses, but they can get away with it for longer because you can jam a lot more into a book than you can a deck of cards.

    Mansions of Madness is a perfect example of just how shitty an idea it is to have so much of your game hinge on flavor text. The combat system, one of the core processes of the game, amounts to drawing one of AH's encounter cards and making a skill test.

    Now granted, the first time I was playing the bad guys, and a player tried to fight one of the nasty beast things with his bare hands, I got a huge kick out of embellishing the flavor text. "The beast knocks you to the ground. Make a melee test... (sucessful)... Desperate, you grabaholdofitsjaws and *miming someone trying to pull big nasty jaws apart* PULL THEM APART! You hear a SNNNNAAP as the beast recoils, dripping an unkown, and unpleasant, black goo into your mouth. The beast is damaged X points. Lose X sanity."

    That's awesome. I've never played any game where the combat is so descriptive, where it really feels like you're doing something beyond rolling dice and placing hit counters... and then we drew that card again. Is it going to be as fun to read that out loud again? No. Is it going to be as fun hearing that read out loud again? No. So what ends up happening every time that card comes out? That's right, make a melee test, success: damage creatured X points and lose X sanity. That's not terribly fun, and once the narration is taken out, you catch on quickly to the fact that the combat is just random skill tests, and random consequences, with some flavor text trying to distract you from the fact that it's all so arbitrary.

    This is not good flavor text. Good flavor text is more along the lines of the TI:3 background stuff. Good flavor text usually comes up in the rulebook, and not so much during the game itself. It defines the internal logic of the game's setting, and gives you a basis for the rules exceptions that actually distinguish your space universe from someone else's.

    Quote:
    I'm glad you mentioned how just titles and pictures can create story. Like in Talisman, the Dragon card could just be the number 7, the Boar could just be the number 3. But they aren't. They are a Boar and Dragon. Talisman would suck if you fought a 3, got turned into a 1 and then got killed by a 7.

    But they're not just a boar and a dragon either. Not quite. If you draw the dragon early and he kicks your ass, suddenly he's either a trophy or a hazard, but in either case, not just a fleeting random encounter. You want to be the adventurer that slays the dragon, and if someone else gets tough enough to kill him first, you're jealous. In the meantime, though, you want to avoid him if you're not strong enough, so he's a pain in the ass because he limits your movement options.

    So yes, it would suck if he was just a 7, but it would also suck if he was a dragon that popped up to give you a headache and then went away forever. The Fountain of Life is, strictly speaking, just four green cones, but when you put it on the board, it becomes a geographical landmark.

    The pictures on the Talisman cards don't create the story by themselves any more than the pictures on the board itself do. It's when they get put together and start changing the landscape, changing the goals of the game that they become worth paying attention to.

  • avatarJason Lutes
    Quote:
    The pictures on the Talisman cards don't create the story by themselves any more than the pictures on the board itself do. It's when they get put together and start changing the landscape, changing the goals of the game that they become worth paying attention to.


    Yeah, that's the "emergent" part of the idea of emergent narrative that I mentioned earlier. Story/strategy that arises out of the juxtaposition and interaction of various game elements that are usually introduced at random. I think part of the fascination for me comes from the fact that my day job is making and teaching comics, and comics is a medium that makes great use of the juxtaposition of storytelling components.

  • avatarmads b.

    @mjl First of all it's important to note that the article as such is not about how games tell good stories, but just about how they go about doing it. And whether or not you like the paragraphs of Arkham, you can't deny that they do actually tell a story.

    Personally I love the paragraphs in Arkham and even though I've read one before I'll still read it out loud - simply because the small story is often describing just why you take a test. On the other hand the flavour text you describe from Mansions is just that, flavour. And I can easily see why you only read that out the first time. Just like I do with Runebound now since I know most of the cards on sight. However, the story is still there, and even if I don't read the flavour text about a specfic encounter in Runebound, I can most likely remember a bit of it.

    But concerning Arkham I really think that it's a game where all the little stories connect. Not because they are as such connected and not because each little story adds much to the bigger one, but simply because to me it's a game about having small adventures. Yes, the big story is still there, but that's not what's important for the feel of the game.

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