REACTIVE GAMES AS AN EXAMPLE OF EXTENSIVE USE OF EVOCATIVE NARRATIVE ELEMENTS IN DIGITAL GAMES: THE CASES OF DWARF FORTRESS AND RIMWORLD Cover Image

REACTIVE GAMES AS AN EXAMPLE OF EXTENSIVE USE OF EVOCATIVE NARRATIVE ELEMENTS IN DIGITAL GAMES: THE CASES OF DWARF FORTRESS AND RIMWORLD
REACTIVE GAMES AS AN EXAMPLE OF EXTENSIVE USE OF EVOCATIVE NARRATIVE ELEMENTS IN DIGITAL GAMES: THE CASES OF DWARF FORTRESS AND RIMWORLD

Author(s): Miłosz Markocki
Subject(s): Social Sciences
Published by: Wydawnictwa AGH
Keywords: environmental storytelling; evocative narrative elements; emergent narrative; reactive games; gameworld;

Summary/Abstract: There are many types of digital games – some focus more on new gameplay mechanics while others focus moreon new ways to tell and deliver their stories. Some games, in their goal of creating more engaging narratives,push the environmental storytelling and evocative narrative elements to their limits, allowing for a uniqueemergent narrative experience for players. Consequently, players now recognize a specific type of game, calling them, “reactive games”, in which the events and story of the gameworld occur without the need for theinput of the player, who instead must react to the events and problems the game sends their way. This articlepresents two examples of reactive games which create a unique gameplay experience by exploiting the limits ofenvironmental storytelling, evocative narrative elements, and emergent narrative: Dwarf Fortress and RimWorld.

  • Issue Year: 20/2021
  • Issue No: 2
  • Page Range: 71-83
  • Page Count: 12
  • Language: English
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