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Eludamos: Journal for Computer Game Culture
Mittell draws on Henry Jenkins's definition, in which a core 'mothership' text anchors the extensions built around it.
Jason Mittell's essay examines how narrative and gameplay intersect in transmedia storytelling, using the television series Lost (ABC, 2004–2010) and the game series Portal (Valve, 2007–2011) as paired case studies. Written from the perspective of a television scholar entering game studies, the paper argues that the long-standing split between ludologists and narratologists obscures how contemporary franchises blend play and plot. Mittell positions the core series as the "mothership" text and examines the transmedia extensions built around it, drawing on Henry Jenkins's definition of transmedia storytelling as narrative elements dispersed systematically across multiple channels.
The analysis of Lost finds that its expansive transmedia strategy, which included alternate reality games, novels, a console game, websites, and collectibles, encouraged fans to act as "forensic" puzzle-solvers. Mittell contends that many of these ludic extensions were framed as "playing for plot," offering engagement motivated by narrative payoff yet often failing to deliver satisfying gameplay or clear revelations. He notes the tension between the show's character-centered drama and the mythology it relegated to paratexts, which left many fans dissatisfied with the finale. The Portal analysis reverses this hierarchy: the game began as a puzzle title that unexpectedly developed a narrative, and its sequel and web comic Lab Rat expanded that storyworld. Fan theorizing on forums demonstrates how optional narrative speculation can coexist with, but remain separate from, the game's tightly bounded puzzle logic. The essay concludes that play and storytelling can function as mutually reinforcing aspects of a franchise, though their success depends on how clearly one mode is privileged.
DiGRA · 2026