Story Scope
Story Scope
Section titled “Story Scope”Core Game Definition
Section titled “Core Game Definition”Story games are intentionally basic by design, focusing on narrative delivery and environmental interaction rather than complex mechanics.
Core Story Elements
Section titled “Core Story Elements”- NPCs to Talk To: Interactive characters that provide dialogue and narrative content
- Puzzles to Solve: Environmental challenges that advance the story
- Items to Find: Objects that unlock new narrative content or progression
- Interactive Objects: Environmental elements that provide story information or context
- Unlockable Content: Story progression gated behind completing other interactions
- Exploration Spaces: Visually interesting worlds designed for discovery
All these elements work together to unlock new story progression and provide narrative experiences for the player.
User Experience Design
Section titled “User Experience Design”Player Activities
Section titled “Player Activities”The story game experience centers around exploration and discovery:
- Walk around levels looking for puzzles, clues, and environmental interactions
- Complete discovered challenges to unlock new story content
- Interact with NPCs to access new narrative elements and world lore
- Gather information through environmental storytelling
Progression Mechanics
Section titled “Progression Mechanics”- Interaction-Based: Progress through completing story interactions
- Discovery-Focused: Finding hidden elements advances narrative
- Character-Driven: NPCs gate story content behind completed tasks
- Environmental: World itself tells parts of the story through exploration
Movement Requirements
Section titled “Movement Requirements”Story games prioritize player convenience and accessibility:
- Walk: Basic exploration pace for detailed observation
- Run: Standard movement for covering distances
- Jump: Basic navigation for reaching story elements
- Sprint: Quick traversal when needed for player convenience
Movement remains simple to keep focus on story and exploration rather than mechanical complexity.
Level Design Framework
Section titled “Level Design Framework”Complete Creative Freedom
Section titled “Complete Creative Freedom”Story games have virtually no mechanical restrictions on level design:
- Flexible Environments: Any setting that supports your narrative vision
- Theme-Driven: Design follows story requirements rather than gameplay constraints
- Narrative-First: All environmental choices should serve the story being told
Environmental Options
Section titled “Environmental Options”Story game environments can include virtually anything:
- Natural Settings: Thick forests for adventure narratives
- Architectural Spaces: Old mansions with room-based storytelling
- Urban Environments: Abandoned cities or towns with environmental narrative
- Fantasy Realms: Magical or supernatural locations
Design Philosophy
Section titled “Design Philosophy”Level design should prioritize:
- Atmospheric Storytelling: Environment itself conveys narrative information
- Exploration Incentives: Interesting areas that reward investigation
- Pacing Control: Space design that supports narrative rhythm
- Emotional Resonance: Environments that enhance story themes
Theme and Setting Considerations
Section titled “Theme and Setting Considerations”Narrative-Driven Design
Section titled “Narrative-Driven Design”Unlike other game modes, story games have no inherent mechanical limitations. This freedom means:
- Genre Flexibility: Horror, fantasy, sci-fi, contemporary, historical, or any other setting
- Tone Variety: Comedy, drama, mystery, adventure, or mixed approaches
- Scale Options: Intimate personal stories or epic adventures
- Style Choices: Realistic, stylized, abstract, or experimental presentations
Setting Examples
Section titled “Setting Examples”- Mystery Investigation: Abandoned locations with clues to discover
- Personal Journey: Meaningful locations from character’s past
- Fantasy Quest: Magical realms with NPCs offering guidance and lore
- Historical Exploration: Period settings with educational story elements
- Sci-Fi Discovery: Futuristic or alien environments with technological narrative
Design Considerations
Section titled “Design Considerations”Story Integration
Section titled “Story Integration”- Environmental Storytelling: Let the world itself communicate narrative information
- Character Development: NPCs should feel authentic and serve story purposes
- Puzzle Relevance: Challenges should feel connected to narrative rather than arbitrary
- Pacing Management: Control information delivery to maintain engagement
Player Agency
Section titled “Player Agency”- Exploration Freedom: Allow players to discover story elements in multiple orders
- Optional Content: Reward thorough exploration with additional narrative depth
- Choice Consequences: When appropriate, let player decisions impact story outcomes
- Multiple Interpretations: Allow for different player readings of narrative elements
The story genre emphasizes narrative craft, environmental design, and player agency in discovering and interpreting meaning through interactive exploration.