Between chaos and history: how to combine the author's idea and algorithmic randomness in modern narrative design
Keywords:
procedural narrative, narrative design, emergent storytelling, game systems, procedural generation, story siftingAbstract
Game worlds are expanding in scale, yet the pursuit of vast environments often conflicts with the need for deep, personal narratives. This study addresses the dilemma of combining carefully constructed scenarios with procedurally generated landscapes, quests, and events. While games like Hades (Supergiant Games 2020) and Dwarf Fortress (Bay 12 Games 2022) demonstrate successful integration, these remain the exception rather than the rule. This paper proposes a systemic framework—the «Anchors and Ornaments» model—to weave authorial narrative into the algorithmic fabric of games. Through a comparative analysis of successful design techniques, we demonstrate that the conflict between narrative and procedure can be reconsidered as a design tension rather than a strict opposition; the true challenge lies in designing narrative systems where the author defines rules, emotions, and conflicts, while the algorithm acts as a co-author. The proposed model provides designers with practical tools to create games that achieve both scale and depthDownloads
Published
2026-04-18
Bibtex
@Conference{digra2781, title ="Between chaos and history: how to combine the author's idea and algorithmic randomness in modern narrative design", year = "2026", author = "Miras, Uali", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2781}", booktitle = "Conference Proceedings of DiGRA Central Asia Conference 2026"}
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