Level 9 Introductions & Readings

LEVEL 9: STORIES AND GAMES

Up until this point, we have talked about games from a purely ludological viewpoint. That is, we have looked at games as a system of rules, with the implicit assumption that the rules are the game, and that a narrative of any kind is just window dressing. (Any word with the root lud- or ludo- is referring to games; the root is Latin for play. We use words like ludology and ludography and ludic because everything sounds more distinguished if you say it in Latin.)

But this is not entirely true. As mentioned when we talked about kinds of decisions (Level 6), some player choices may have absolutely no meaning within the game system and yet they are still meaningful because they are emotionally charged.

Those of you who play tabletop Role-Playing Games are probably more keenly aware of this. Think of the most interesting play session you’ve ever had. You’re probably not thinking of a die roll, or an interesting strategic decision that a player made in combat. You’re remembering something dramatic, emotional. You remember the story, not the die-rolling.

In Level 9 we 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.

Readings

  • Extra Credits S4 E20-E21 "The Hero’s Journey" (Part 1) & (Part 2)
    Journey
    by Thatgamecompany follows the Campbell's Hero’s Journey closely.

Additional Resources

For additional readings on these topics, click HERE. It is a list of resources that is student generated and regularly updated.