I kicked off my experience as a panelist this year at Life, The Universe and Everything Symposium (LTUE Website) with a discussion about using narrative arcs in boardgames. As panelists, we covered a broad range of subtopics, but the general discussion narrowed down into three main categories: do you need to have a story, how stories are used in games, and stories we tell from playing the game.
The background of the panel group provided a lot of viewpoints from different angels on the subject. I walked away knowing more than when I went in. That is one of the great things to me about attending conferences, conventions, and symposiums—no matter my level of involvement, it is a fantastic learning experience.
Do You Need a Story?
The first specific topic discussed was if a game needed a narrative storyline. This simple answer is no, you don't have to have developed a story for the game to work. There are some games designed on the mechanic being used. However, having a story has advantages.
A story gives more cohesion to gameplay. We think in stories. Having a game with a story provides a line of thought for the players to grab hold of and move through the events of the turns, rounds, events, beginning, middle, and end. The cohesion can even start before the game begins.
It provides imagination seeds from the beginning. What attracts us to games is an important part of the development process. We create games because we want people to play them, but also we want people to buy them. A story provides that extra jolt. It is something that can be added into the packaging. One of our panelists stated simply they would play a game with a story instead of one without.
How are Stories Used as Part of the Game?
A story is a good tool for teaching the rules of the game. A game tying the rules to a story makes it easier to remember what needs to be done next. Many rulebooks now provide a narrative before and during the introduction of the rules. This allows players to follow the story as they learn the aspects of the game and what they need to do.
A story helps maintain the flow of the game during play. Most games have the same general flow we see in movies or read in books. They have a beginning, middle, and end. They also have more specific elements that we see in story construction. With these elements, the story allows players to know what is happing in the moment and what is coming up.
Some games are heavily driven by the story they tell. One example of a story driven game is Betrayal at House on the Hill. The story helps in building the tension the players know will be coming. As the game progresses the book is referenced to give a twist to the story and lead to its conclusion.
These combine to give the gameplay a fuller feeling. Some have more immersion in the story than others. There were comments of the loss of time during playing when a story is fulfilling. This leads to another part about the use of story that brings many of these points together.
What Type of Stories Do We Tell After Playing?
Not only do we think in story, we like to tell them. We tell stories about things we do every day. We tell stories about the adventures we go on and the mundane things that happen. We also tell stories that develop from the games we play—and they come in two general flavors.
We like to tell about how the game unfolded. We talk about how we set up, how the strategy unfolded, and if it worked or not and why. We share the events of the war game as a novel unfolding on the table in front of us. We especially like to tell them to people who have experienced the game before, but we love to share the details also with new players.
Visit a convention and you will hear people sharing the stories of past victories and defeats. This is an important part for game developers. People share stories because they become emotional about the game. They are recruiting new players. They are convincing somebody that your game needs to be on their shelf and be a part of the gaming group.
Final Thoughts
Games don't have to be designed with a story. I think most games come naturally with one, or the story is developed while the game is played. There are games that are purely strategy that many of us like to play. Most games played with standard playing cards probably fall in this category. But now we have all sorts of new board games and other tabletop games being played.
Board games with a story are usually more attractive to players and are the ones that get people talking. As a developer that's important. When other people are talking about your game they are marketing the game for you. With this in mind, see how strong the story is that your game either supports or creates.
Panel Summary (from the program)
While often overlooked, board games can be an effective storytelling medium. This can range from the game actively telling a story to passively telling the story through the mechanisms in the game. Learn how to unlock your game's storytelling potential.
Other Panelists
Christopher Baxter
An author, editor, podcaster, and (why not) yes, a game designer. He shares stories and writing tips at writerinthehat.com and is host of A More Civilized Podcast.
Paul Robbins
Creator of the Trait Spectrum, a proprietary questionnaire of Paladin & Archer Software Systems, Inc. He is the company's experimental psychologist. A personality type test similar to the MBTI is available to the public for free at app.developerlevel.com.
Skye Larsen
Part of the two-person team of Rob and Skye Games, an indie studio working on a computer game called Alkanaur. Because one medium is never enough, he recently started designing for table-top games as well. Skye helps produce the popular Game Design Round Table podcast and does freelance writing and edits game rulebooks on the side. Twitter.com/robthesky_games.
Mike Holyoak
A lifelong geek obsessed with table-top RPGs, board games, and board game design. He is a three-time finalist of the SaltCon Ion Board Game Design Contest and one-time winner. Anubisnine.wordpress.com.
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