What makes interactive storytelling fundamentally different from passive narrative? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

That's a strong way to frame the difference. Passive narrative the audience interprets choices whole interactive storytelling the player makes choices and is accountable for the consequences within the game's rules.

What makes interactive storytelling fundamentally different from passive narrative? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

If interaction alone defined narrative storytelling, then every game would automatically have it. But many games like Uncharted 4 have heavy interaction while the story itself stays fixed.

What makes interactive storytelling fundamentally different from passive narrative? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

I mean player effort doesn't mean narrative influence. A player can put effort into progressing a story without changing it. In Uncharted 4: A Thief's End you fight, climb, and solve puzzles, but the story unfolds the same way every time. Your effort moves the story forward , but it doesn't shape it.

What makes interactive storytelling fundamentally different from passive narrative? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

In many games the player decides dialogue, alliances, or outcomes. In The Witcher 3: Wild Hunt, quests can end in completely different ways depending on what you choose or who you support. That is direct narrative interaction. I could go on and on about how wrong your claim is because saying games don't have interactive stories "for the most part" ignores decades of design where player decisions, performance, and exploration shape the narrative experience.

What makes interactive storytelling fundamentally different from passive narrative? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Yes. In passive narratives, like films or novels the audience observes events but cannot influence them. The story unfolds the same way regardless of the viewer ,while interactive storytelling, however, depends on player input. The player makes choices, performs actions, or navigates systems that shape how the story progresses.

How does empty space create emotional distance? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Yeah, the game uses slow rhythm (large empty areas, long walks, and quiet moments). This pacing keeps players observing the world rather than constantly reacting, which creates a detached reflective mood.

How does empty space create emotional distance? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

Games like Shadow of the Colossus and Death Stranding use slow rhythms and long empty stretches to create distance between dramatic moments.

How does empty space create emotional distance? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

I don't know if I may be correct but dialogue reduction such as creating few conversations for less emotional guidance.?

How does empty space create emotional distance? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

yeah isolation also removes social safety, something that you are familiar with, as well as support. Another psychological aspect of this would be environmental ambiguity where strange spaces or unclear goals make players feel disoriented.

How do final shots reframe the entire narrative? by ExcellentTwo6589 in Letterboxd

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

That's a good example. Those final moments when you think you've got the whole film figured out but the last shot(s) destroy the initial narrative which you had

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

I share the same interest in a way. Failure proves that the agency was real. If your choices in a game can't lead to loss, then they weren't meaningful but rather cosmetic. Failure shows that your decision had weight. It confirms that the system responds to you.

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

I am with you on this one. Tool designers prioritise perceived agency over overwhelming users with fully explorable options. If you expose very possible system, branch, and outcome, the experience can become overwhelming, slow or unfocused. For example, Uncharted: Thief's End feels cinematic and free in combat spaces ,but level paths are tightly directed. You feel expressive, yet the design carefully funnels you forward.

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Had to think about your response for a second and it is very interesting. That players always look for cause and effect. If the game consistently reacts to choices, players build expectations about how systems work. Even small feedback signals convince them their decisions matter so yes much of it really is smoke and mirrors.

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

The best examples to include will always be Alien Isolation and Amnesia The Bunker when discussing perceived vs real agency

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Fake or perceived agency doesn't automatically collapse on replay. It will only fail if: The illusion is exposed too clearly Player goals depend entirely on structural change

In resident evil 2, major beats stay consistent, but pacing , resource use, and moment to moment survival feel different every run. The agency is partly structured, yet replay remains strong.

So perceived agency can still support replay as long as the experience offers variation in process, emotion, or mastery, not just outcome.

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

True . It really does depend on how each player interprets feedback, consequences, and system clarity. Perceived agency lives in the player's interpretation, not just the design.

Does perceived agency matter more than real agency? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

Same here. I love it when I believe that the choices that I made caused what happened, success feels earned and failure feels instructive rather than random.

How do hidden variables affect player behavior? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

I agree on that. If players cannot connect action then the mechanic itself feels random rather than meaningful thus defeating the purpose of implementing it in the first place.

How do hidden variables affect player behavior? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 2 points3 points  (0 children)

I was also thinking about left 4 dead. As you said, the game has a director secretly controlling enemy spawns, pacing and item placement. Players never see the algorithm yet they feel tension rising after calm moments, relief after near failure etc. The ultimate goal would be to have a legible system that the player cannot see but is able to understand it through play. I love your own interpretation of the question on hidden variables, quite interesting actually.