Level 9.0 What's a Story?

What's a Story?

What makes for good stories? Game designers often reference three works in particular that tell us how to make useful stories that apply directly to games. If you’re curious, these works are:

  • Poetics, by Aristotle
  • The Hero with a Thousand Faces, by Joseph Campbell
  • Story: Substance, Structure, Style and the Principles of Screenwriting, by Robert McKee

Aristotle, Campbell and McKee provide some of the most often-cited advice for storytellers in general, so it is natural that we apply their advice to games. For those of you who are primarily interested in this aspect of games, I would highly recommend reading their books on your own time (after this course is complete, of course). You can find them here: AristotleCampbellMcKeeI provide these links for convenience only; they are not required for this course.

In games, identification between the player and their characters, avatars, tokens and so on is a common way to get players to be emotionally engaged with the game. As you are designing a game, think about this and how else you can get emotional investment from players.

In this section we will look at these works and their effect on game design. We will build up a set of guidelines for how to tell a good story within a game. And then, at the end, we will tear it all down again. Remember that there is a difference between the embedded narrative that the story writer creates, and the emergent narrative that arises from gameplay. Think about which is more important in each game that you make, and how you can make it stronger.