game design
Narrative Versus Fiction: The 'Dash' Examples
Posted by Maggie Greene at 7:40 AM on August 24, 2008
Emily Short has an interesting response up to some comments made by Playfirst's John Welch in a recent Gamasutra article. The issue at stake? Welch's assertion that Playfirst has introduced 'narrative' to games such as Diner Dash. Short's response? 'This made my eyelids twitch.' What's the difference between narrative and fiction? Short argues that games like Diner Dash have a fiction attached to them, but are sorely lacking on the narrative bit, which she feels can add something to currently lacking casual games:
I realise that my take on this isn't as statistically significant as whatever market research Playfirst and similar companies may be doing. But I can't help thinking that narrative — real narrative, in which interesting and varied things happen, and the ending isn't just another predictable apotheosis when your character has carried her 20,000th plate — does answer the "why did I do that?" question. It gives the player something of value to take away from the experience, something to remember and think about, which is of far more value than any arbitrary form of status a casual game could confer.
To do that, the solution isn't necessarily to add more modes and structural features to the format. That bloats the system, and I can understand why it might put off new casual players. It's also, fortunately, not required.
She does mention a few games that have employed some sort of narrative to better (and more interesting effect); it's an interesting musing the the problems of 'narrative' design in games, and how designers can increase the narrative potential of casual titles without bloating them with unnecessaries.
'Homer In Silicon': Narrative vs Fiction [GameSetWatch]

Comments (AU Comments · US Comments)
There are currently no AU comments for this post.
lilnorris64
Posted 8:08 AM 24/8/08
ass
lilnorris64
headcharge101
Posted 8:08 AM 24/8/08
so is there a crazy plot twist that happens if you spit in someones food?
headcharge101
Zenanon
Posted 8:04 AM 24/8/08
Does Diner Dash really need a narrative? It seems like the kind of thing the average person would ignore as much as possible in that kind of game.
Zenanon
Blah8
Posted 8:47 AM 24/8/08
@Zenanon:
Well, that's the issue at hand. Sure some would ignore it, but the perspective we're looking at here is that having a complete narrative effort, even for a simplistic game would provide drive and closure to the experience.
Blah8
Evil Tortie's Mom
Posted 9:26 AM 24/8/08
@Zenanon: My thoughts exactly. Just because you can (MAYBE) doesn't mean you should. What's next, the deep angst of Pac-Man?
Evil Tortie's Mom
Div
Posted 9:47 AM 24/8/08
Why would they even bother providing a narrative in most casual games when you can get away with making tons of cash without one, like with Peggle or Bejeweled.
Div
beantastic!
Posted 1:19 PM 24/8/08
Academic-types sometimes read too deeply into simple things.
beantastic!
DukeOfPwn
Posted 1:05 PM 24/8/08
They can add a narrative if they want, but no one playing a game called Diner Dash is going to care about it.
DukeOfPwn
Frank
Posted 5:10 PM 24/8/08
Curse my RSS. I thought they'd be talking Rockman Dash.
Frank
JackiJinx
Posted 10:22 PM 24/8/08
@Div: Adding narrative worked for Bejeweled though. It's called Puzzle Quest.
JackiJinx
Kaminari
Posted 11:27 PM 24/8/08
@beantastic!:
Where do you get the idea that Emily Short is an egghead? She's a famous interactive fiction developer (writer would be more appropriate), which explains why narrative is a concern of hers. I mostly agree with her that not all casual games need to be brainless.
Kaminari