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Writer's pictureJack Self

Narrative Design & Storytelling Techniques

Updated: Mar 14, 2023

Share your thoughts on a game that tells a story well – what makes it work?

  • Think about whether the story (not the gameplay) belongs to a particular genre. Perhaps it is obviously inspired by another piece of media, such as a movie or book.

  • Explain how much influence the player has over the story, and whether their decisions can change the narrative.

  • Can you detail what storytelling methods the game uses, such as cut-scenes, dialogue, gameplay or level design? No need to spoil the endings though! We’re more interested in the techniques used, and how they make the player feel, than the plot itself.

Figure 1: The Walking Dead - Season 1 (2012) developed by Telltale Games


The game I have chosen to analyse is The Walking Dead. (Season 1) by Telltale Games, based on the Walking Dead comic book series by Robert Kirkman. The game follows convicted criminal Lee Everett and his attempts to survive post-apocalyptic America whilst protecting a young orphaned girl named Clementine. It is an interactive story split into individual 'episodes' to mimic a TV show. Although cel-shaded, it is a gritty and emotional experience intended, I think, for mature audiences.


The player is required to make decisions to progress the story. Although it is a linear experience, dialogue choices and quick-time events will determine the fate of other characters in the game (as well as how they perceive you). The player can build relationships with other characters, with subtle actions impacting how they feel about you. When this happens, the player is met by an in-game prompt. However, this does not affect the ending of the game. Lastly, each episode includes five major decisions the player must take. Once an episode has finished, the player can view how many other real-world players made the same decisions they did, which can lead to interesting debates.


The game focuses on story and character development, using camera shots, much like a film, to capture emotions and actions. It is extremely dialogue-heavy, offering the freedom to talk to many characters, all of which include branching dialogue. Furthermore, because the game is attempting to mimic a TV show, they can take advantage of film-making techniques such as using cliff-hangers to entice their audience into playing the next episode. It is a very clever game, and I encourage people to check it out if they haven't already!


Approaches to Narrative in Games

In the lecture, 'Approaches to Narratives in Games', Iain Lobb explores the main issues for narrative designers, such as plot, character, structure and interactivity, and looks at the storytelling strategies used by a range of indie games. Moreover, Lobb touches upon personality models that help narrative designers create character types. Lastly, Lobb references a book called The Hero with a Thousand Faces by Joseph Campbell that explores the hero's journey in greater detail.

Choosing a Theme


“As part of GDC 2013’s Microtalks session, Plants Vs. Zombies creator George Fan offers four questions to ask to find the theme of your game - a vital step of the development process.”

Understanding the Fantasy


In this short lecture, the Extra Credits team explores the importance of a game’s fantasy to the player experience. I recommend watching this as it articulates the importance of theming and player experience and how they can combine to make a great game.

Interactive Narrative

In his lecture, 'Interactive Narrative', Che Wilbraham discusses narrative design in relation to games, with a focus on how it differs from more traditional types of narrative. Che highlights Embedded and Emergent narrative techniques, such as cutscenes and moment-to-moment gameplay, respectively.

Storytelling Mechanics

Figure 2: Telling Stories with Systems (2015)


In this video, Mark Brown of Game Maker’s Toolkit looks at alternative approaches to telling stories through games. Highly recommend watching this video (see figure 2) as it provides an interesting take on interactive stories, such as Telltale games vs systems that provide random content to deliver unique stories through gameplay.

 

Challenge Activity - Narrative Design Document

Date: 8th March 2023

Figure 3: 'Space Junk' - Main menu concept based on Ratchet and Clank (2002)


  1. Setting 'Space Junk' takes place in the not-so-distant future between the years 2050-2100 on a space station orbiting Earth. What was once a vibrant planet is now a husk shrouded in cosmic debris, resulting in humanity living amongst the stars as they attempt to restore their beloved home.

  2. Characters 'Henry/Employee 002' (Protagonist) The main 'silent protagonist' of the game, Henry, is sent to a space station to dispose of its surrounding waste. However, upon arrival, Henry is met with his now-deceased co-worker, Jack and the station's AI, FAL-3001. 'Jack/Employee 001' (Friend) Jack was another employee sent to the station before Henry. He has now been found dead. 'FAL-3001' (Antagonist/Mascot) FAL-3001 is the station's artificial intelligence. He informs Henry that hostile invaders have taken over the station. 'Hostile Invaders/Crew' (Enemies) Hostile invaders or space pirates are equipped with deadly laser rifles and will shoot on sight. 'Junkies' (Enemies) 'Junkies' are reanimated hostile invaders.

  3. Plot The player is sent to a space station to rid the vessel of cosmic debris. The player is greeted first by the station's AI, who informs them that hostile invaders have taken over the station. The AI convinces the player that the invaders came for the cosmic debris to convert into rocket fuel. The AI then encourages the player to kill the hostile invaders (and clean the station). However, the AI later reveals that the 'hostile invaders' were, in fact, crew members! It then reanimates the deceased in an attempt to kill the player.

  4. Mood Players should feel a sense of mystery in their surroundings and be wary of certain characters while engaging in dialogue. Furthermore, players should be anxious in combat and relaxed cleaning the space station.

  5. Narrative Structure The story is linear and will begin as soon as the player enters the space station. However, conversations with NPCs will be optional. The player can choose to experience the FPS without adhering to the narrative.

  6. Storytelling Techniques 'Space Junk' will mainly consist of environmental storytelling and NPC dialogue to immerse the player in a Sci-Fi world. Moreover, these techniques will hopefully provide respite from the chaotic action.

  7. Interactivity The player does not have control over the narrative. As the player progresses through the level, so does the story. However, conversations that are intended to provide extra context will be optional.

  8. Theme The overall theme is dark, mysterious and somewhat humorous. Think Outer Worlds mixed with Halo: Combat Evolved, Fallout: New Vegas, and Ratchet and Clank.

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