Interactive narratives: Beyond words

  • Finnish Narrative Director, best known for his narrative work Remedy’s ‘Alan Wake’ and ‘Quantum Break’

  • Chris Remo is an American video game designer, composer, writer, podcaster, and former journalist.

Aalto’s Devlog #4 / 20th September 2023

Game Design: Narrative

About the Lectures

This week’s lecture emphasized the importance of narrative in games. We discussed the many challenges that developers face when creating engaging narratives and how players interpret and interact with them. For the alternative source, I chose a talk by Chris Remo who is the Game Designer, Narrative Designer, Composer and Audio Director in Firewatch; a game known for its narrative focus. He shared about their design principles: Believability, Reactivity, and Flexibility. Campo Santo’s goal (The studio behind Firewatch) was to create a compelling human story which is believable and staged in a beautiful world. The game should be story-central with no challenge mechanics, no failure and player-centric. The creators used the principles mentioned above to craft a unique narrative that interacts with players in a profound way.

Video links

Mikko Rautalahti highlighted the role of game mechanics in defining the narrative of a game. Essentially, how you tell a story is as important as the story itself. Chris Remo’s approach to game mechanics aligned with the topics discussed in the first lecture, and his team made several choices to align the narrative with game mechanics. Firstly, they set up the story in a first-person point of view. They believe that this is not strictly necessary but in this particular case, this situation reinforced their creative goals while aligning with their practical needs. Secondly, to achieve physical and narrative immersion, they told the story in the present tense. Lastly, the world was designed to be a one-level interconnected experience. This was combined with cinematographic resources like hard cuts to direct player’s narratives. All together, they create a compelling stage for players to connect with the narration.

The principles of Believability, Reactivity and Flexibility introduced by Chris Remo support Rautalahti’s opinion about how game developers should create conditions to support emergent narratives. In Firewatch, these principles allow players to craft their own, unique stories. Meanwhile, the game keeps track of these decisions and supports player’s experiences in reacting to their journey.

The power video game’s narrative relies on interactivity and layered storytelling, and this is demonstrated by Remo’s talk. Almost every element in Firewatch is part of the narrative. No matter how small, the choices made by players are recorded and they will affect the narrative in many different layers. These seemingly minor choices can become many things during the story, for example, a small joke or a bit of a conversation. But it can also become something bigger like a trust-breaking lie or lead to an alternative ending. This makes players engage deeply with the actions and characters, crafting believable encounters.

Screenshots from Chris Remo’s GDC talk

One of the topics mentioned by Mikko Rautalahti was the constraints within a genre, and how its own formal requirements limit narrative. For instance, first-person shooters have no room for a varied narrative, mainly because of their mechanics. In this sense, I believe that Firewatch’s design team saw this fact as an opportunity to deeply explore the ‘narrative’ game genre, and they notably combined it with player-centric action to create a narrative masterpiece. They showed proof that some assumptions can be wrong, as Rautalahti pointed out during his lecture. He stated that some players - even today- see narration as an invalid reason to play a game. However, the success of Firewatch shows that narrative can support an entire game’s worth of player-centric interaction.

To sum up, I was blown away by the amount of care that the Firewatch team put into creating player-oriented narratives, from every perspective. In Chris Remo’s words: “Design is putting yourself into someone else’s brain. Design is basically empathy”. And in their playtests, they tried almost every gameplay possibility. One could imagine that in a narrative game, the creators expect players to engage with every line of text and that they are focused on the many dialogues in the game. But the developers of ‘Campo Santo’ tried speedrunning the game, skipping important dialogues and there is even a silent-run alternative where you don’t engage with barely any conversation in the game. The fact that the game not only allows this kind of gameplay to emerge but it encourages them with new content, it’s something incredible. In future game projects, I will definitely have in mind these two lectures, as they showcase narrative as much more than just story to tell.

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