I expect that the meat of this post will develop into a sort of standard introduction, by way of back-rationalization, to the benefits of Narrative Game Design as a formal practice. This isn't the first time I've tried to do this, but it may end up being the most pragmatic approach so far. After all this time, there are still people at the studio where I work who do not understand why there should be someone on the core design team - different from (or not only) the scriptwriter - who cares about the story of the game. Someone who is involved in the production from concept to gold master. Lately, my tried and true flippant response to people like that has been to hold up a very complicated flowchart printed out on tiled 11x17 sheets, explaining that "this is the story". But frankly, this seems a little glib.
Luckily, in the course of doing research for the Familiarity talk, I ended up reading the frequently-referenced paper by Penelope Sweetser and Peta Wyeth on Game Flow that lays out an excellent and rather thorough framework for examining how any particular aspect of a game's design contributes to the overall player experience. And since I've been arguing for a while now that the narrative is implicated in - you heard me - every aspect of the player experience, I now have a mouth with which to co-locate my money.





