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Games which create types of story which can’t exist in fiction?

A topic by James T. Harding created Mar 09, 2021 Views: 999 Replies: 4
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(+3)

I’m interested in exploring and playing some more games which encourage their players to create forms of story which can’t or don’t generally exist in fiction. For example, The Quiet Year and Microscope both have a zoomed-out approach which de-anchors the game from following a discrete group of characters. There must be other things imaginative games can do which fiction doesn’t, though I can’t bring them to mind right now...  Can anyone point me towards some more games with interesting slants on what a traditional story looks like?

(+7)

In every RPG, you're constantly spinning out possible courses of action and then accepting some and rejecting others, in a way that isn't really typical in other media. But in A Penny For My Thoughts, you take those alternate possibilities and really make them central to play. The main mechanic of the game is simple: two players describe what might happen next, then the player whose scene it is picks which is true. But the thing that is important to me is that those rejected possibilities still matter, even if they aren't "true". Those rejected fictional possibilities are still voiced, and everyone hears and considers them. and in practice, this means that people remember those, nearly as much as the ones that were accepted. This gives the game a dreamlike feeling, where later on things are vague, where you sometimes have trouble remembering what is true and what wasn't... which fits the game fiction perfectly, and couldn't be done in a different medium.

That’s a brilliant answer. Thank you!

(+2)

Not really impossible in fiction by any means, but I think The Skeletons is kind of cool in that you have a group of skeletons guarding a tomb, and as time passes, they slowly remember who they were when they were alive (through the players answering questions). There are often surprising stories, like they hated whoever they are guarding (they are forced to do so, through a curse), or that the skeletons were enemies in their lives.

(+2)

That's a good call. I think there's a lot to be said for the feeling of simultaneous discovery and creation, where you start to realize how bits of a narrative fit together even as you are creating the story. The Skeletons does this very well. (Some other games, too.) 

It would be hard create the same effect in other media, because the audience and the creator aren't the same person. You can have a feeling of slowly discovering who a character is (in a movie like Memento or a book like Susanna Clarke's Piranesi). But the feeling of seeing how narrative threads tie together and then tying them together yourself isn't really a part of passive media like that. A bit more like the experience of being an author writing the story. The thing is, in the Skeletons, you're experiencing the story, discovering the story and creating the story all at the same time. 

And the experience of the story is more internal than in most other media, as well. A lot of immersion that happens more in larp and tabletop RPGs and is very difficult to find in other media. The Skeletons has a lot going on that would be extremely difficult to do in other media, if it was even possible.