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DinehartDramaticPlay

Source: Dinehart, Stephen. (2009) "Dramatic Play." Gamasutra.

Oftentimes in game design, at least while studying it, we require so much focus on software, hardware, and ludology, that we forget our narrative, and much use it has in the creation of long-lasting games. Ludology and narratology, however, really have a symbiotic relationship, where they make each other stronger.


The purpose of this wiki is to break down some of the resonant games of today, and relate them to books and stories that can relate to them. With time, it can become a database of the themes and connections that games show and have shown, and a resource for designers, who have themes or ideas that they want to get across, but don't have much experience with those themes or ideas.


Each game is first broken down into several parts -- for instance, one of Portal's parts is GLaDOS, and another one of Portal's parts is the Portal Gun. Each of those parts is then broken down into narrative and mechanics; what does this part have to do with the game's narrative, and what are the game design mechanics of this part? Then, the narrative and mechanics of those parts are dissected for narrative themes; how does this mechanic further the narrative? What is a major theme of this element's part in the narrative? Finally, books or stories are recommended based on those themes. 


For any game, simply click "Games" on the navigation bar, and click any game under the tab.

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