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.
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.
I'd argue a game like SimCity does have a "story" though it might only be expressed in broad terms. Here's how EA describes it: "Do you have what it takes to build a metropolis from scratch? Find out in SimCity, a game that tasks you with planning the layout and infrastructure of a fully simulated city. ... Anyone can build a city – but it takes a good mayor to make one thrive."
But I do agree that some games de-emphasize / under-develop the story in favor of focusing more on the other elements. It's interesting that by leaving those gaps, it might give players more space to create their own stories.
Would it be fair to say that for games like Chess and Tic-Tac-Toe, the story is timeless battle between the players? Whatever "reason" they sat down to play the game is the story that's being played out?
I think Chess has a story, as it does have a some (minimal) Layer 2 thematic elements. There are kings and queens with high value, mounted knights that are more mobile, and so on.
Tic-Tac-Toe (noughts and crosses) is more difficult, but I could see how the players are creating some form of story.
Maybe one of the reasons people think TicTacToe is a dull (or "kid's") game is bc the story element is practically nonexistent, creating an imbalanced tetrad?
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.
That’s an interesting way to view the “story” of abstract games like Tic-Tac-Toe! Thank you for sharing that!
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.
I'd argue a game like SimCity does have a "story" though it might only be expressed in broad terms. Here's how EA describes it: "Do you have what it takes to build a metropolis from scratch? Find out in SimCity, a game that tasks you with planning the layout and infrastructure of a fully simulated city. ... Anyone can build a city – but it takes a good mayor to make one thrive."
But I do agree that some games de-emphasize / under-develop the story in favor of focusing more on the other elements. It's interesting that by leaving those gaps, it might give players more space to create their own stories.
I may be taking the definition of story too literally.
Would it be fair to say that for games like Chess and Tic-Tac-Toe, the story is timeless battle between the players? Whatever "reason" they sat down to play the game is the story that's being played out?
I think Chess has a story, as it does have a some (minimal) Layer 2 thematic elements. There are kings and queens with high value, mounted knights that are more mobile, and so on.
Tic-Tac-Toe (noughts and crosses) is more difficult, but I could see how the players are creating some form of story.
Maybe one of the reasons people think TicTacToe is a dull (or "kid's") game is bc the story element is practically nonexistent, creating an imbalanced tetrad?
I’m just impressed at how stocked and varied the shelves are in the display and the space behind. lol
Was this at a game convention?
It’s at FARBO Co. in Lancaster, PA!