The act of storytelling & genre
Stories are an interactive activity; we tell each other stories. Even if we’re alone, as a child with an imaginary friend or person in prayer, the story still came from or is based on an interaction, nothing springs from the void.
Narratives are thus by definition collaborative activities, a game-based experience, in theory, can therefore not exist without a story. The purpose of the genre then is to create a shorthand for the players. It increases the connectivity between the individual collaborators and the story in which they are taking part. Essentially accelerating the buy-in and collaboration within any experience.
Genre & variation
Genre not only aids in accelerating collaboration, but it also offers variation when implementing narratives. The narrative is the foundation upon which the genre scaffold is placed or attached. This foundation details what actions will occur and how the story will unfold, the scaffold then can, therefore, be changed as many times as needed, for whatever purpose.
Cinematic examples of this are the foundation of a Love story. Be it a family love story, between siblings or two strangers, the basic concept of love is there. The genre though can be changed repeatedly. From a science-fiction love story variation such as Passengers to a true-story variation like Titanic or an animated fantasy film like Frozen. Each is essentially a love story, but each is new and somewhat different.
Game examples with a “save the world” foundation are Legend of Zelda for high-fantasy, or Wolfenstein for a sci-fi war variation. In table-top RPG’s there is the collaborative virus battle of Pandemic or the team-oriented, and mind-bending experience of Call of Cthulu. Each revolves around saving the world in way, but each one is very different.
Every genre variation in these examples gives the players a recognisable basis but takes place in a different world with different rules, cultures, customs and aspects to explore. Modern players are largely familiar with the majority of genre’s and therefore know what to expect, but the variations are still different enough to make each experience unique.
The benefit of implementing a genre with a narrative basis is that combined they offer the chance for the meaning and value of the story to be depicted differently each time. When using a game-based experience, learning objectives can therefore be reused and reinforced thanks to the variety of genres. Thereby allowing a level repetition that doesn’t become tedious, and strengthens the learning effectively, through said repetition.
4 responses
That’s really good! I’ve read a few of your articles (I think the one with the WW2 example for teaching was my favorite because it really illustrates the use RPGs can have in different fields). I was looking for something a bit specific and that I’m not sure you’re covered yet (but maybe I missed it). I’ve started an internship in a small town and the mayor wants to do a bit of communication about the local hiking trails, rural paths etc, because they are poorly known by the inhabitants. I thought about a small RPG game (with the unity rpg kit so something really simple) where the player can chose a location in a game map and navigate through pixellised paths – to learn about the paths near their house (and their advantages, if you can take a bike, if there’s a cool lake, etc) in a maybe more interesting manner.
I really wonder if something like that could really work so I’m doing a bit of bibliography, and that’s how I found your really cool articles. Have you written anything about how games can be used to discover a real life place (a town or a district or anything)? I thought that’s what your environmental storytelling article would be about but no, I’m not familiar enough with the gaming terms in english ahah
If you haven’t already, do you think it could be a good topic to discuss in a future article? You probably know loads of relevant stuff about it.
Have a good day!
Hi Amelia
Thank you for your comment and words of praise. And yes the environmental storytelling might be a bit misleading, but it’s about to get the environment to tell the story, so perhaps still relevant in a sense
I haven’t yet written an article about that, though it is on my list of things to explore. I like the idea of having an RPG as an intro for people to discover the local areas.
Is the intention though for them only to learn about them but also to eventually go an explore? If it’s the latter then I’d say rather create something that pushes them to go outside, such as a treasure hunt or quest that allows to explore the area themselves. If you really want to go down the Unity path, then maybe consider using the Google Maps SDK for Unity to create GPS based real-world RPG that gets people exploring.
Hopefully, that helps you a little, and I hope you come back to see what other things I’ve written. 🙂
Good luck with your project!
Oh oops I thought I’d get an automatic email when you reply. Yes you’re right a quest would be good, maybe two different game modes (one with an adventure and the other without) to adapt to different types of people (and some screencaps and maps in the local paper for the people unwilling to play). I still have to talk to the mayor about this idea because it might seem really weird and maybe not fit for a town of about 5k inhabitants. I guess I should produce a demo beforehand, or make some scenery graphics. I didn’t know about the Unity SDK, thanks for telling me about it! That’d make for a different type of game I guess, it looks more like a real 3D game than a pokemon-like rpg (game boy pokemon) also it might be a lot more work but I’ll deffo try if it’s free 😀 thanks
Ohh you meant a real life treasure hunt, not in a game?? Bc that would be really nice thank you for the idea, I was so focused on that game idea that I overlooked the other possibilities