QuoteInevitably, players tell each other stories about their gameplay experiences. But some games inspire more, like . .
[example 1 - stories told by Dwarf Fortress players, "fan art and narrativized play"]
[example 2 - Blaseball stuff, "collaborative worldbuilding", "shared canon"]
[example 3 - WoW pandemic, a "community legend"]
[q - do these examples present bias towards one sort of story? is it close to or far from what i'm seeing and what i'm interested in? investigate.]
What can we do as designers to encourage and support community storytelling?
We can start with the hands-off approach . . .
make a good game with compelling dynamics . . .
Perhaps we can do one better:
make a good game and [emphasis mine]
provide some social scaffolding -- say, a community space like a Discord server -- for players to share their experiences and tell their stories.
[q - will there be anything about the design of such community spaces or players' engagement with them? a Discord server has a considerable amount of 'design' that goes into it, as does the Discord platform itself]
But we wish to go deeper [q - deeper how?]: through the lens of tellability [q - what is tellability, how important is it? investigate this link then come back], we can . . . take a close look at each moment of phase change in the process of player story formation. From when a player first encounters a game (and even before then, in design and development) to when they relay a noteworthy experience to other members of their community, we can identify points of intervention for us as designers to catalyze the process.
I'd like to make sure I don't forget to chase down these questions I noted.
Also, my lens right now is thinking about my droqevers, the games I keep releasing for a week at a time... They contain secrets (sometimes) and meanings (questionable), and I wonder if the way I'm releasing them could be 'better' for the things I'm after. What am I after? There's a kind of social fabric which definitely bubbles up around individual games, but mostly in private places. I really enjoyed the discourse and community events that Cruel World inspired, for instance.
I want to use the contents of this report to analyze the small play-worlds that I've been designing and the kind of player engagement that I'm enjoying. People posting pics of places they made it to, talking about secrets they've found. Sharing, showing off, whatever.