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ACM Note DirectingNarrative FINAL
ACM Note DirectingNarrative FINAL
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ABSTRACT Series [7]), a players’ direct interaction with the game’s narrative
helps shape how the story progresses.
The overall aim of this research was to explore how players interact This paper examines player engagement in activities, focusing on
with narrative in videogames. This paper reports on results from a their interactions with narrative-based gameplay, also known as
diary study over a two-week period while playing one narrative- directing narrative activities. The overall aim of the research is to
drive game. An analysis of participants’ diary entries suggests that better understand how players engage in game- and player-driven
those who engaged in directing narrative activities in The Witcher narrative gameplay activities. The objective of the research is to
3 described their interactions in three key ways: passive interaction, frame narrative gameplay in a way that may assist researchers and
active interaction, and dialogue choices. These results demonstrate designers to better understand variations in the way players
the combined narrative structures (linear and branching) in The approach rich narrative driven player experiences. This framing of
Witcher 3. The identified interactions also represent the narrative narrative gameplay emerges through an analysis of results of the
as a gameplay element given how players describe interacting with Games Experience (GExp) study of one narrative rich game, The
story element even when completing other activities. Witcher 3 (TW3).
The GExp study involved experience sampling that utilised a diary
CCS CONCEPTS method to gather the in-context experiences of participants playing
Applied computing → Computers in other domains → videogames. Results from the GExp study show the different ways
Personal computers and PC applications → Computer players interact with game narrative in TW3 and provides insights
into how players describe these interactions. This detailed
games examination of gameplay involving narrative contributes to our
understanding of player experience (PX) and provides an insight
KEYWORDS into the modes of interaction that the player may engage in when
Videogame, Interactive Narrative, Interactive Choices shaping a game’s narrative. In future, the results from this study
will form the basis of narrative gameplay analyses across a range
ACM Reference format: of different games.