| 1 Introduction: What is Storyplaying? | 7 |
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| 1.1 Preliminaries: Medial Forms | 12 |
| 1.2 Preliminaries: Exclusions | 16 |
| 2 Video Games and Narrative | 19 |
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| 2.1 Gameplay and Narrative | 19 |
| 2.1.1 Gameplay and Game Mechanics: The Rules of the Game | 20 |
| 2.1.2 Semanticization and Fictionalization: Towards Gameworlds | 24 |
| 2.2 Narrative Forms | 37 |
| 2.2.1 Passive Forms | 37 |
| 2.2.1.1 Exposition | 38 |
| 2.2.1.2 Cut scenes | 38 |
| 2.2.1.3 Loading Screen | 40 |
| 2.2.2 Actively Nodal Forms | 40 |
| 2.2.2.1 Player Actions | 41 |
| 2.2.2.2 Quick Time Event | 41 |
| 2.2.2.3 Dialogue tree | 44 |
| 2.2.2.4 Event trigger | 47 |
| 2.2.3 Dynamic Forms | 49 |
| 2.2.3.1 Non-player Character | 49 |
| 2.2.3.2 Timed Events/Intradiegetic Clock | 52 |
| 2.2.4 Digression: Architecture and Protocols | 54 |
| 3 Non-Unilinear Gameplay in Video Games | 59 |
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| 3.1 Levels of Observation | 59 |
| 3.2 Non-Unilinear Existents | 67 |
| 3.3 Non-Unilinear Objectives | 74 |
| 4 Non-Unilinear Narrative in Video Games | 81 |
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| 4.1 Non-Unilinearity in Quest-Based Narrative | 87 |
| 4.2 Non-Unilinear Narrative Outside of Quests | 99 |
| 4.2.1 Character | 100 |
| 4.2.2 Spatial Narrative | 104 |
| 5 Choice and Narrative in Video Games | 118 |
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| 5.1 The Anatomy of a Player Choice | 118 |
| 5.2 Choice and Meaning | 129 |
| 5.3 Choice, Information, and Narration in Video Games | 134 |
| 5.4 Choice and Consequence in Video Games | 143 |
| 6 Narrative’s Contrast Agent: Moral Choices | 154 |
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| 6.1 Valorisation Rules | 156 |
| 6.2 Valorising Morality | 161 |
| 6.3 Ethics and Rules | 169 |
| 7 The Future of Storyplaying | 175 |
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| 7.1 Media-Economic Aspects | 176 |
| 7.2 Media-Technological Aspects | 177 |
| 7.3 Artistic Potential of the Medium | 183 |
| Works Cited | 187 |
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| Index | 194 |