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Games tend to veer in one of two directions: they are usually either story-based, or mechanic-based, with a distinct bias towards one or the other. Heavily story-based games tend to have strict narratives with a series of moments that are prescribed by the creators. Even if the game has some kind of branching narrative with moments where you can affect the story, the moments that follow are all still purposeful and accounted for. The story never veers off the pre-planned path(s). Even if the game itself has a lot of gameplay mechanics, the story itself is generally separate from them, unable to be influenced in any meaningful way. If a character dies in gameplay, it will likely be considered “non-canon”; the story rewinds and you have another shot to do it “the right way”. Games that are heavily mechanic based may have very little actual story, if any at all. Some games, like Tetris, are completely abstract, focusing only on the gameplay and forgoing any kind of narrative framing. However, the two design paths don’t have to be mutually exclusive. Certain games can work storytelling into the mechanics themselves, and some are able to let players create their own personal stories based on how they interact with the game’s mechanics.
The first thing that developers must give up when letting mechanics generate stories is some amount of narrative control. They simply need to accept that not every player will see the exact same, meticulously planned story. Themes and plots may need to be more abstract and presented less directly. They are not so much telling the story directly as they are creating a bunch of interacting components that have a high likelihood of resulting in interesting, unique stories for each player. A developer needs to place a large amount of trust in their systems and in their players. They might be able to strictly define the framing and setting of the game but leave what happens between the beginning and ending completely up to the player and how they interact with the game.
Depending on the type of game, they may also need to relinquish some amount of control over the characters in the game. Games like XCOM 2 and Aliens: Dark Descent all have characters that are important to the story. However, the ones vital to the story must take a backseat, while the characters you actually play the games with are all generated by the games’ character creation systems. The only backstories they have are the ones you imagine for them, and they are all completely expendable. They can’t be so integral to the plot that they can’t die; and many of them will die as players make foolish choices. But from these choices also arise unique stories. You might have a personal attachment to one of your XCOM operatives because they got you through some tough scrapes, only to end up being left behind on a timed mission and captured. When the opportunity arrives to mount a rescue operation, the stakes for that mission are now much higher because you yourself are personally invested in getting them back. Well-written and executed story-based games are certainly capable of investing players in linear, pre-written stories, but video games are the only medium that is uniquely suited to create stories that their participants have actual, personal investment in.
A few other games that let players generate their own stories through gameplay:
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