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DiGRA
Kieron Brown's paper examines Daniel Benmergui's puzzle game Storyteller (2023) as a case study in recipient-oriented playful design. It argues the game deliberately affords high levels of ambiguity and agency to encourage experimentation.
Kieron Brown's paper examines Daniel Benmergui's puzzle game Storyteller (2023) as a case study in recipient-oriented playful design, arguing that the game deliberately affords high levels of ambiguity and agency to encourage experimentation. Storyteller asks players to solve plot-based prompts by dragging character and scene elements into panel slots, creating narrative comics. The paper contends that the game builds on conventional comics sense-making while subverting it through dynamically updating panels, giving players an unusually high degree of narrative agency: the ability not merely to choose among predefined story branches but to play with narrative conventions in the bottom-up construction of stories.
The analysis focuses on two design features that encourage playful exploration. The first is multiple solution pathways: prompts are deliberately open-ended, leaving unspecified which characters take part, how events unfold, and how stories conclude, with outcomes generated by a "continuity engine" that can produce player-instigated stories beyond a level's intended solution. The second is instant reactivity, which preserves the abstract time of comics by using brief animations and sound effects to signal consequences, after which panels return to static states, allowing players to test alternatives with only a few clicks.
The paper also acknowledges the limits of this design. Because character motivations and abilities are not explicitly stated, player expectations may frequently diverge from system output, and the ambiguity that enables play can also disrupt it. Storyteller mitigates this through additive level structure and clear error-state feedback, and it incentivizes experimentation through stamps and custom responses. However, because each possible player motivation must be manually coded, system responses remain finite, and the game relies on players accepting these constraints and trying something new.
DiGRA · 2026