This is a collection of articles on narrative, narrative atoms and story telling that I have put together as a new chapter for my potentially upcoming expansion to Even Ninja Monkeys Like to Play
Narrative, story, and gamification
Whenever I speak to people in the circles within which I hang out, one of the things I keep hearing is story and narrative. “You have to tell your story”, “What is the narrative?”, what is the companies story”. To be honest, it drives me a little nuts, but that’s by the by. The fact is, these are important things to consider. One of the things that have got me thinking, is what is the difference between story and narrative?
Story seems to have quite a few definitions. According to the Oxford dictionary, it is:
an account of imaginary or real people and events told for entertainment
a report of an item of news in a newspaper, magazine, or broadcast
an account of past events in someone’s life or in the development of something
the commercial prospects or circumstances of a particular company
Whilst narrative is defined as:
a spoken or written account of connected events; a story:
So really, story and narrative are pretty much the same things! For me, the most important definition from the above lists for gamification is number 3 “an account of past events in someone’s life or in the development of something”. The way I look at both is that the story contains a start, a middle and an end. A narrative is more real time, it describes events as they are happening from the perspective of the person they are happening to. If you consider a game, the narrative would be the way events unfold as you play. The story will include the backstory and the ongoing plot of the game. That being the case, the story would be the same for each player, whereas the narrative would potentially be unique to each one.
How does this relate to gamification? Well, on the one hand, you could consider that everyone has a story, they have a history and they have things happening to them right now. All of this goes influences who they are and who they may be in the future. In gamification, we are often looking at influencing or changing behaviour, knowing the story of each person can help inform us how best to engage with and motivate them.
You could look at it even more literally though and create a story and so a narrative for each user to engage with whilst they use your system. This could be especially useful during the onboarding or scaffolding phases. Take your users through a story, preferably one that changes based on the choices they make and how they wish to go through it. Give them what they need through completing parts of the story. Doing it this way, when done well, will have far more impact on them than giving them points for doing things. The sense of purpose that a story can give is very powerful – even if it is more a short story rather than an epic!
A picture may be worth a thousand words, but a good story is worth a thousand instruction manuals.
Narrative Atoms
Now that we know a bit more about what narratives are, I want to dive deeper into building narratives and stories, starting with the concept of Narrative atoms.
Narrative atoms are small units of narrative or story that can, within the context of the overall narrative, stand alone. That does not mean they need to be completely self-explanatory, just sit comfortably on their own.
Figure 1 Narrative Atoms
In a standard linear story, each atom would be placed sequentially, so their ability to stand alone is less important. However, in many games narrative bends and twists and turns in a non-linear way. For that to work, for a story to makes sense as it jumps from A to C to G to B and back again, each section, each narrative atom must be able to hold its own without the need every other atom to support it.
Take a scenario where a game has more than one option for what you can do after the first scene. You have a choice of going left or right.
After that, you have more choices and more, but all the while the narrative needs to keep making sense. More than that, it all needs to conclude and not leave the player wondering what the hell has happened!
Basic Narrative Structure
At their most basic, stories have just three parts. A start, a middle and an end. In traditional media that is straightforward. There are many ideas out there on how to write stories, Joseph Campbell’s Hero’s Journey / Monomyth 1 gets a lot of attention. I also rather like Kurt Vonnegut concept of Story Shapes 2.
For my purposes when designing simple stories in gamification scenarios I use two simple (and I do mean simple) variations of what I call the Soap Hero’s Journey.
The simplest version has four phases. The Calling, The Challenge, The Transformation and The Resolution. The second version adds The Twist after The Transformation. I’ll go into more detail later, but suffice to say these are not much different from the simple concept of a story having a start a middle and an end!
Bonding Narrative Atoms
Back to narrative atoms. Each atom should have a start a middle and an end in its own right. This is how they are able to stand on their own if needed. As I say, in a linear story this is less important, however, if you are creating a branching narrative it is essential.
The first thing you need to know in a non-linear narrative is obvious, how it will begin. This sounds simple, but you could have multiple starting points for your game’s character or characters. After that, you will certainly have many parts to the middle, some the player will see and some the player might not on the first play through. Finally, there may well be multiple places for the story to end.
As the player will be able to navigate through the story in multiple ways, you have to know how each branch fits together and how each choice the player makes can affect the outcome of their story.
This is where considering narrative atoms can help. If each atom has its own start, middle and end it is easier to jump in and out of them at will. As you knit the story together, you can pass events from each atom onto the next one, ensuring that character and plot progression or alteration is kept consistent, without having to create vast quantities of alternative narrative to account for every choice.
An Example of Simple Narrative Atoms
Start
You are in the woods. Ahead of you, there is a fork in the road. You can go left or right. What do you want to do?
Go Left
At the fork in the forest, you take the left turn. Ahead of you is a giant monster. It reminds you of ones you used to read about as a child. This is what you had prepared for and you know what you must do. As the beast charges at you, you remember that there is a weak spot on its back, just between its shoulders. All you have to do is get your sword in there.
You win
The fight with the monster will go down in history and the scar that it has left on your cheek will only add to the legend. You are able to get behind the beast, finding higher ground to attack the weak spot between its shoulders. Once you are sure it was dead, you take its giant teeth as a trophy and continue on the path towards home.
You lose
The fight with the monster will go down in history, but sadly you will be but a footnote. You are able to get behind the beast, finding higher ground to attack the weak spot between its shoulders, you lunch just a moment too late and are caught by the beast. The last thing you hear is the snap of your neck.
Go Right
At the fork in the forest, you take the right turn. The sun is shining and the birds are singing in the trees. As you walk, you pick flowers from the path and collect them in your bag. After several hours of blissful and uneventful travel, you reach home.
Home
After your journey, you are elated to be home. Your family is waiting to see you, your children eager to see what you have bought them from your travels.