Cited by 79Digital Games and MediaNarrative Theory and AnalysisArtificial Intelligence in Games

Game Spaces Speak Volumes: Indexical Storytelling

Open access
Fernández-Vara, Clara·2011·DiGRA Digital Library

Abstract

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.

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Crossref · 10.26503/dl.v2011i1.512

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  • The story is there, but the player has to earn the right to witness the entirety of it by examining the environment with enough attention to detail.

    “The story is there, but the player has to earn the right to witness the entirety of it by examining the environment with enough attention to detail (cf. Fernández-Vara, 2011, p. 6).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Fernández-Vara, 2011, p. 6

    The Environmental Storytelling and Detective Work sections say players piece together a story by interpreting details in the game space and examining the environment. The Interpretation of Remains section adds that players may form different interpretations; it does not support the claim that sufficient attention lets a player witness the story in its entirety. (LLM, conf=0.83)

    Experimental — accuracy not yet measured

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Research works printed but not linked: 13

  1. Chatman, S. Story and Discourse: Narrative Structure in Fiction and Film. Cornell University Press, Ithaca, 1995.
  2. Fernandez Vara, C. (2009). "Play's the Thing: A Framework to Study Videogames as Performance," presented at the Breaking New Ground: Innovation in Games, Play, Practice and Theory: International Digital Games Research Association (DiGRA) Conference, Brunel University, West London.
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  5. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The MIT Press, Cambridge, 2001.
  6. Nitsche, M. Video Game Spaces: Image, Play, and Structure in 3D Worlds. MIT Press, Cambridge, 2009.
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  8. Rouse III, R. "Environmental Narrative: Your World is Your Story." Game Developers Conference, San Francisco, 2010. Slides and notes available at http://www.paranoidproductions.com/miscwritings/EnvironmentalNarrative.ppt (accessed Aug. 2011)
  9. Schechner, R. Performance Theory. Routledge, London 2003.
  10. Schechner, R. Between Theater and Anthropology. University of Pennsylvania Press, Philadelphia, 1995.
  11. Smith, H, and Worch, M. "What Happened Here? Environmental Storytelling." Game Developers Conference, San Francisco, 2010. Slides and notes available at http://www.worch.com/2010/03/11/gdc-2010/ (accessed Aug. 2011)
  12. Todorov, T. "The Typology of Detective Fiction," in The Narrative Reader, edited by Martin Mcquillan, pp. 120-127. Routledge, New York, 2000.
  13. Cyan Worlds (1999) Myst Masterpiece Edition

Authors
Fernández-Vara, C.
Affiliations
Massachusetts Institute of Technology (US)
Corresponding author
Fernández-Vara, Clara
Venue
DiGRA Digital Library
Published
2011-01-01
Volume
6
ISSN
2342-9666
OpenAlex
W2188158996
Cited by
79
References
0
Citations by year
2026: 6 · 2025: 11 · 2024: 6 · 2023: 9 · 2022: 4 · 2021: 7 · 2020: 14 · 2019: 6 · 2018: 4 · 2017: 4 · 2016: 3 · 2015: 3 · 2013: 2
FWCI
1.75
Type
conference paper
Language
en
Open access
Locations
  • DSpace@MIT (Massachusetts Institute of Technology) (submittedVersion, cc-by-nc)
  • Digital Games Research Association Conference
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
environmental storytelling, game space, spatial design, world-building, gameplay, player interaction, narrative construction

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