Choice, Challenge, and Consequence in Branching Narrative Games
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Abstract
As interactive media grows in sophistication and complexity, players increasingly seek narratives that respond to their input. However, many game design methods still prioritize mechanics, an interaction that is designed to take place within the game world, over the storytelling elements or narrative. This project introduces a revised four-pillar model built around agency, context, mechanics, and conveyance. These pillars assess three titles: As Dusk Falls, Bandersnatch, and Slay the Princess, examining each for how it handles narrative interaction and whether it supports or limits a player’s agency. The findings inform the creation of a narrative-driven prototype showcasing that even simple systems can support strong narrative design when making the correct considerations to the aforementioned pillars. When the player’s input is made visible through consistent writing and feedback, agency is preserved with or without complex mechanics. The model offers a method for structuring narrative systems that champion player interaction.
