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3.2 AN ARCHITECTURAL APPROACH IN NARRATING STORIES

Algorithms. In this framework, actions can have different behavioral responses. They focus on an

emergent content that is the result of player’s experience. (Lebowitz, Klug 2011).

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Figure 71 Emergent narrative in video game (interpretation by author)

One of the best examples of emergent narrative in game design is BioShock (2010-2016) video game.

BioShock is well-known for its narrative and the representation of the story world. Narrative is based on

unexpected twists, and even subverts, which make the gameplay a unique experience.

In conclusion, narrative models show the way narrative is incorporated in video games and in particular

how they impact the architectonics of game space.

3.2 AN ARCHITECTURAL APPROACH IN NARRATING STORIES

Narration is not only a matter of telling stories through world. In architecture terms it has to do with the

creation of spaces and the arrangement of elements where players quest take place.

“(...) what makes a story a story is not the bricks it’s the arrangement of those bricks into a specific structure which conveys more than the sum of its parts.” (Kelly, 2011)

Tadgh Kelly, a renowned game designer considers games not only a storytelling medium but mostly a

sensing medium, in which the story is perceived experiencing the space. Moreover, he considers game

designer not storyteller, but mostly visual artists (Kelly, 2011). According to Jerkins (2003) player is asked

to explore, map and master video game space.

“Games should be examined less as stories than as spaces ripe with narrative possibility.” (Jenkins, 2003, p. 119)

“Designers don’t simply tell stories; they design worlds and sculpt spaces.” (Jenkins, 2004)

These spaces cannot be dissociated from the events taking place. Thus, game space should be conceived

considering player’s movement, experience and facilitating the discovery of the story elements. Walt

Disney designer Don Carson (2000) suggested game designers to use the same techniques of

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