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little formulation I've been rolling over: for a class of games that want you to slowly steep in their narrative waters, gameplay functions as a kind of fidget toy. And this isn't incidental; some corners of the affect space that narrative as a whole maps out are only unlocked by fidgeting

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i really loved the little bits of dramatic interaction in Pentiment, particularly the bits where you choose which parts of your meals to eat during conversations (but really I loved all of them). felt like it "anchored" the narrative in the world in a way.

This is a bit of a counterweight to the observation that the freedom of play problematizes narrative pacing. Sometimes you actively want your 'reader' to put the book down and take some time to muse on what they've read. Gameplay can help here.

To get unhinged with it: maybe all fiction-based affect is the 'sound' produced by plucking the modeled facts of a mental simulation into vibration; gameplay fidgeting is one frequency band

hmm yeah i'd specifically match gameplay fidgeting to the bass range of the song as ~= player-fantasy because that would make FPS streamers the Internet version of guy in his car who shares his subwoofer with everyone on the street

the overall flow of your movement through game states (not necessarily physical spaces) has a huge connection to how you connect to the world or how it invites you to learn. there is an entire field of architecture here which is largely swallowed by consumer ideas like "genre" and "lore".

you can get so artful about offering stepped, deepening connection over time. lingering in spaces, developing a relationship with them, learning paths and landmarks, going somewhere /to do nothing/, multiple lenses for viewing the same structures. widening choice or risk or narrative spaces.

Chrono Trigger in particular is maybe the Renaissance golden rule of understanding how to utilize narrative drive to induce tension, curiosity, exhaustion, and relief all in the perfect times and amounts to keep the game feeling fresh and enticing for the entire runtime

This is what I've been trying to study for a bit now. The gameplay can be the message you want someone thinking over and exploring. You want them exploring grief and loss, put them in a gameplay loop about loss. Building the message by just letting someone wander in it for a while.

I think that's right but a little different — narrative that is enacted in the ritual of a certain play loop. To me 'fidgeting' implies an unrelation between the specifics of the gameplay and the narrative

I often generalize this is as a problem of cognitive load in most games -- you're so taken up with playing the game and physically manipulating it that there's no room to think or marinate in the story/experience. Most other art has some frame or distance to allow this

That said, I think this is a reason videogames lodge in the memory more than other art -- they are pure lived experience and can be neatly saved to disk, less tangled up in other processes

Ha! I was arguing that the fidgeting *is* giving space to marinate. The friction of play brings attention away from the narrative subject without it feeling like an authorial move. But it's unstable because play is unstable.

Agreed! Having richly detailed settings for players to poke around in and somewhat limiting their ability to fast travel so they’re moving through the spaces — And even having areas that don’t really *do* anything, all these things give players room to fiddle and breathe while their brains marinate.

A more abstract but just as valuable benefit to this: Showing players how much love you’ve poured into your game. Giving them more than just enough to get by. This isn’t always possible for practical reasons, but if you can make room in few places to go above and beyond, it won’t go unappreciated.

thanks for this thought, I need to marinate on some of my favorite games as experiences (and that's a distinct and more venerated category of games to me than mechanically superior games played for hundreds of hours) there are games I've played only once that still stick like glue, interrogating!

I should add that when I think narrative I am often explicitly thinking experience and not literal narrative in the sense of text or speech or plot, I don't parse narrative like that for games

Yeah, absolutely. Realizing something like this a few years ago really changed my feelings on a certain style of mechanically simple but aesthetically lush JRPG, which I spent years stupidly dismissing. To paraphrase a recent episode of Side Story, sometimes it’s good to be in the gloop.

This is sort of the opposite of what I mean! Dungeon Encounters IS mechanically interesting to me, but I am not very moved by the moment to moment combat design of, for instance, the Dragon Quest series. But that is Fine! I’m there for the aesthetic melange.

I think this can be really difficult from the other direction too — if you are making a jrpg, it can be hard to sit there looking at just the numbers and believe that anyone would want to engage with a system so simple, so why not add more layers of complexity?

A lot of otherwise turn based rpgs try to address that with real time elements, such as timed hits, or atb, etc. Final Fantasy has been so propelled by that insecurity, despite the aesthetics and worlds of those games having the most resources behind them.

I dig this. This aligns strongly with principles I picked up at Naughty Dog, where we’d be arranging gameplay based on story beats. “The player needs to stew in anxiety about how angry Nate is here, so we’re going to add a traversal section so he can grumble to himself.”

If I'm understanding you right, Adios is definitely that. The idea was that I wanted the player to embody a character and be physically present in the space during the conversations, which is why there's something to fidget with in every single one

When a survival crafter gets its maintenance loops right, IMO this is exactly why they hit. Advancing the narrative means finding it in an open world, which means being comfortable enough to explore, and comfort is an entirely player-driven status.

There was also a great talk at GDC this year about The Tension between player, character, and narrative in Wanderstop - one ingredient they used was timed activities (drying/brewing tea) and non-progression activities like cleaning and decorating. gdcvault.com/play/1035709...

gdcvault.comThe Tension: Designing for Discomfort in 'Wanderstop'Wanderstop exists both within and without Cozy Game genre conventions. It contains beautiful landscapes, funny characters and an easy tea making simulation. It does not make the player feel productive...

This is why I’ve always been a little critical of the insistence that reducing difficulty would make eg Dark Souls easier to experience for people who “just want the story”. A lot of that game’s narrative is based on the quality/quantity of time the difficulty makes you spend in its world!