1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
The approach is presented in response to commercial pressure on player retention and the rise of open-world design. Both favour participatory and interpretive engagement over passive reception.
Holarchic Storytelling (HS) is presented as an aesthetic approach to narrative design in which games fragment their stories into self-contained yet interconnected units, or "holons," such as notes, recordings, and sub-stories. Drawing on Arthur Koestler's holon theory and James Dalby's notion of "holarchic media," the analysis argues that these elements function both as standalone experiences and as contributions to a unified storyworld. The approach is framed as a response to commercial pressures on player retention and to the growth of open-world design, which together encourage participatory and interpretive engagement rather than passive reception.
Central to the argument is a shift in the player's role from consumer to active meaning-maker, a relationship described as "creatorship" in which player agency and authorial intent occupy opposing poles. Historical precedents such as Burroughs's cut-up technique and Dada inform a distinction between cognitive autonomy, the capacity to adapt to constraints, and conative autonomy, the capacity to bend the world toward one's desires. Examples including Alan Wake II, Elden Ring, and P.T. illustrate these dynamics, though the evidence is largely qualitative. The most concrete quantitative claim concerns the growth of open-world releases, which rose from seven in 2007 to twenty-five in 2017.
The analysis ultimately contends that HS is an aesthetic system in which narrative meaning emerges through players' discovery, connection, and reconstruction of fragmented elements. Its effectiveness depends on a balance between fragmentation and underlying internal coherence, which makes players' interpretations feel substantively meaningful. Interpretive engagement, rather than representation alone, is identified as the primary driver of this aesthetic experience. Recent titles such as Inscryption and Nobody Wants to Die are cited as evidence of HS's flexibility across genres, while the author notes that the form has remained largely untheorised and calls for research into how cognitive demands might be calibrated in game design.
DiGRA · 2026
DiGRA · 2025