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DiGRA
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This paper argues that existing serious games about cultural heritage often fail to engage players because their gameplay is too didactic and disconnected from their narrative contexts. To address this gap, the author proposes emergent narrative as a method for building non-linear, diverse game narratives that link mechanics to cultural content. The work combines a case analysis of two Chinese serious games with a project-based prototype, reflecting a design-oriented approach grounded in ludology and narratology.
The case study examines two titles, one centered on Northern Chinese religions and another on classical Chinese poetry. Through analysis of their gameplay and educational components, the paper identifies a recurring disconnect between mechanics and story, which it frames through Janet Murray's concept of dramatic agency. The author contends that because narrative is the primary vehicle for conveying historical and cultural meaning, a dynamic narrative system is needed to restore this connection.
The prototype, a simple item-collection game in which players learn the origins of culturally significant objects through conversations with non-playable characters, serves as the practical test of this approach. Its dialogue design rests on a three-layer framework: gameplay logic, which handles quest-related exchanges and greetings; player agency, which ties the player's influence on the game world to cultural content through navigation, choice, and property dialogues; and narrative supplement, which offers anecdotes and context that reinforce the cultural setting.
The paper's central conclusion is that emergent dialogue can add narrative depth to serious games and improve both educational effectiveness and player engagement. The author notes that the framework's conclusions remain preliminary, pending further analysis of playtest feedback and iterative refinement of the game's narrative.
DiGRA · 2023