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Geoffrey Golden's avatar

IMO the story of Tic-Tac-Toe is a meta-story about player interaction. “Greg began in the top middle square. Tina was surprised by the choice and took the middle space. Greg soon regretted his decision when Tina got the easy diagonal.”

As a narrative designer, I’m often designing not just the fiction that contextualizes a game world, but also elements of the player’s overall experience. For example, in a game about the horrors of war, designing a sequence where the player walks through a quiet battlefield. It doesn’t necessarily answer “why,” but it suggests to the player how to feel about the mechanics.

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Patrick Buechner's avatar

Some of my favorite games don’t have stories. I’m thinking of simulation games like SimCity or worldbuilding paper and pen games like cartographer. But there is an expectation that players will create a story in their head or on paper, of the worlds they are creating and controlling.

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