Game Spaces Speak Volumes: Indexical Storytelling
Keywords:
narrative, spaces, environmental storytelling, semioticsAbstract
In the problematic exploration of the narrative potential of videogames, one of the clearest aspects that bridge stories and games is space. This paper examines the different devices that videogames have used to incorporate stories through spatial design and what is known as environmental storytelling, focusing on the design elements that make the story directly relevant to gameplay beyond world-building and backstory exposition. These design-related elements are accounted for with the term indexical storytelling. As a refinement of the concept of environmental storytelling, indexical storytelling is a productive game design device, since reading the space of the game and learning about the events that have taken place in it are required to traverse the game successfully. Storytelling becomes a game of story-building, since the player has to piece together the story, or construct a story of her own interaction in the world by leaving a trace.Downloads
Published
2011-01-01
Bibtex
@Conference{digra512, title ="Game Spaces Speak Volumes: Indexical Storytelling", year = "2011", author = "Fernández-Vara, Clara", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/512}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.