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DiGRA
Distilling the key insights…
Clara Fernández-Vara's DiGRA 2011 paper proposes "indexical storytelling" as a refinement of environmental storytelling, drawing on Peirce's semiotics to argue that game spaces can convey narrative through physical traces that players must interpret in order to progress. The central thesis is that such traces differ from mere world-building backdrops because they are directly bound to gameplay, and they may record either the game world's past or the player's own actions. The argument is grounded in industry discussion, notably GDC 2010 talks by Richard Rouse and by Smith and Worch, and it is primarily conceptual, supported by illustrative examples rather than quantitative evidence.
The paper contends that games already employ indices far more widely than the industry formally acknowledges. It catalogs detective-style titles such as Myst, Deadline, Gabriel Knight, and Phoenix Wright, environmental remnants in Portal, BioShock, and Demon's Souls, and signage and tutorial devices in Super Mario 64, Grand Theft Auto III, and Metal Gear Solid 2. A notable observation is that tutorial signage frequently breaks the fictional frame by referring directly to the player's controls, exposing a tension between diegetic storytelling and functional instruction.
The analysis identifies persistent worlds, particularly in stealth and online games, as an underexplored domain where player-generated traces could make players co-authors of the narrative alongside designers. Yet the author acknowledges that such emergent story-building lacks the structure of traditional narrative. The paper further addresses how gameplay instructions can be integrated coherently into fictional worlds, pointing to gestural controllers such as the Wii Remote and Kinect as partial solutions. Ultimately, the work leaves open whether videogame story-building constitutes narrative in the conventional sense or represents a distinct experiential form requiring continued scholarly exploration.
Grand Theft AutoGame · DMA Design · 1997 · 498 documents
BioShockGame · 2K Boston · 2007 · 56 documents
Metal GearGame · Konami · 1987 · 37 documents
Metal Gear SolidGame · Konami Computer Entertainment Japan · 1998 · 32 documents
Super Mario 64Game · Nintendo Entertainment Analysis & Development · 1996 · 10 documents
Grand Theft Auto IIIGame · DMA Design · 2001 · 9 documentsEach row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2016