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Journal of the Philosophy of Games
Video games function as dual-layered fictional entities, comprising both a fixed design framework and a unique, resolved narrative. This perspective challenges the notion that player interaction fundamentally alters the underlying game design, asserting instead that the game exists as a stable, albeit incomplete, possibility structure. While designers establish the constraints and potential paths, the individual playthrough serves as a distinct work of fiction where player agency resolves narrative gaps. By treating these as separate ontological works, the framework clarifies how players navigate complex interactive environments without conflating the developer’s intent with the specific outcomes of their own choices.
This analytical model frames the player as a director who navigates inherent choice incompleteness to construct a coherent narrative. Because games are designed to be inherently open-ended, they require players to imagine potential paths before committing to specific actions. This process of resolution transforms the abstract possibilities provided by the software into a concrete, singular experience. Consequently, the distinction between the game as a structural prop and the playthrough as a realized narrative explains the fundamental differences between linear and open-world experiences, as well as the divergent imaginative roles occupied by active players versus passive spectators.
Ultimately, this dual-work view provides a robust theoretical foundation for understanding player agency across the broader gaming industry. By separating the fixed fictional content from the variable playthrough, it becomes possible to account for the structural diversity of modern titles while maintaining a clear definition of what constitutes a game’s core identity. This approach effectively resolves long-standing debates regarding the nature of interactive storytelling, positioning the playthrough as a legitimate, distinct fictional work that exists in tandem with the game’s original design.
DiGRA · 2026