Dynamic Narrative Analytics: Turning Player Data Into a Playable Story

Dna2 Dynamic Narrative Analytics Turning Player Data Into a Playable Story

One of the greatest lies we’ve told ourselves in gamification (and business in general) is that numbers speak for themselves. They don’t.

Numbers sit there, mute and smug, like a cat perched on a bookshelf—daring you to make sense of them. And like a cat, they’ll let you project whatever meaning you want onto them… until you get scratched.

That’s where Dynamic Narrative Analytics (DNA) comes in.

This isn’t about algorithms. It’s not about drowning in dashboards. It’s about recognising that every dataset tells a story—and if you don’t write the story, someone else will (probably in PowerPoint, with clip art). Read More ...

Introduction to Gamification Part 10: Narrative

Narrative is in my opinion, one of the most powerful yet underrated ways of improving almost anything! A good story can carry you through the most boring of times by creating the most exciting of images in your imagination.

However, building stories into certain, less “play” compatible environments can be a challenge. So can creating stories that fit with the very “stop/start” nature of many gamified environments.

What is Narrative?

First, let’s look at what narrative actually is. Put over simply, a narrative is just a story. However, the way I like to look at the difference between a narrative and a story is that a narrative is happening now, whereas a story has already just happened (and a collection of stories is a history…).

What it is is less important than how to actually use stories and narratives though! The point of the introduction series is to get away from philosophy!

Building a Narrative or Story

A story has to have a beginning, a middle and an end. “Once upon a time, something happened, the end”

The Hero’s Journey

There are many structures out there for building stories, the most famous of which is the Monomyth or Hero’s Journey  created by Joseph Campbell [1]

Many well-known stories either conform to this (such as Lord of the Rings) or have been deliberately built like this (Star Wars) and it is an incredibly popular structure for gamification (and game) designers.

The basic premise is that a normal person embarks on a journey that sees them taught, tested, failing, recovering, overcoming adversity and finally winning the day. Importantly, the journey takes them way out of their comfort zone and when they return, they are not the same person they were when they left.

Now, in some ways this is how learning works, We are set a challenge, we leave our comfort zone, are taught, learn new skills, fail, try again, eventually succeed and are different by virtue of having learned something new.

The Soap Hero’s Journey

Personally, I prefer a simpler story, especially if I need to create a story that may or may not be linear. For example, if the solution needs a player to explore, the middle parts of the story may be uncovered in different orders each time they play. This means that each bit of story or “Narrative Atom” as I call them, must be self-contained and make some sense when seen outside of the overall context.

A narrative atom might look like a post-it note with “Bill was the last one to log in” written on it.  Upon reading this, you may not yet know who Bill is, but you now know what he did and that that will likely have significance to some larger story element moving forward. When you later find an employee profile for Bill and a note that says “Just to let you know, Bill was made redundant two weeks ago” written on it, you know that it is very likely Bill has been up to no good! Both those Narrative Atoms tell you something, but together they build a bigger picture and story.

I use the something I call the “Soap Hero’s Journey” as my model to build up small stories out of Narrative Atoms, so that you can have groups of disconnected narrative build into simple stories that then create the overall story.

This is much simpler. There is a call, a challenge, a transformation, a twist and some sort of resolution or outcome. Every T.V. drama has this kind of structure in it stories. Each episode is self-contained enough to make some sense on its own, but they often add up to create long-running arcs.

As a simple example of this structure, consider the following (you may need to zoom in);

This sort of structure gives you lots of flexibility but ensures you include some elements of interest in each part of the story.

Writing Narratives and Themes

A narrative or story needs a theme. It is easy to sit there and go “I know, I bet they will love pirates”. However, you need to actually know what they will and that the story will resonate or at least interest and entertain people. DO some research, ask the people that the solution is aimed at if they actually like pirates?! IF they hate them, find another route.

Also, you don’t need to be a literary genius to write a decent story for a gamified solution, but it does need to make sense and be consistent. Even if the experience is going to be non-linear, make sure you write it in one stream, then figure out where the breaks are for the narrative atoms and micro-story arcs.

If you are creating non-linear narratives then you need to understand what the essential components of the story are, things the player can not miss – because it is likely that with more autonomy they will miss some of it! That is where the next bit comes in…

Narrative Choice Architecture

If your story is non-linear, you need to understand how it will be played out. How much choice are you going to really give players? Are there multiple endings, are their multiple starting points? What are the key narrative atoms, or micro-stories that must be seen in order for the player to have a complete story at the end of the game?

Fake or Forced Choice

A simple example of a branched, non-linear story is a Fake or a Forced choice narrative. The start and the end are the same for every playthrough, but the choices in the middle can change.

That can be as simple or as complex, as you like – as long as the player is forced down a path eventually that gives them enough information to create a full story.  An example of this is a game like The Walking Dead from Tell Tale games. The start and the end are the same (more or less) for every player, but they make choices in the game that makes their playthrough unique. Some elements of the ending may change, like how many companions survived and how certain non-playable characters now feel about you, but the core of the ending is always the same.

Real Choice

Real choice is possibly a better pay off for the player, but much harder to write and maintain!

The choices a player makes gives them a totally different ending. There may be many many endings created, or it could be a dynamic ending where the narrative wraps up as a summary of the player’s actions in some way.

A great example of this is 80 Days from Inkle. THis is one of the best games I have ever played as each playthrough is unique. Whilst some elements may repeat, the wealth of choice sis mind-blowing and the outcome of each playthrough is always different, even if only subtly at times (at other times dramatically!)

Games to Play

If you want to learn about narratives in games, there are some that I think are must plays!

Her Story

  • THis is a great example of a non-linear story. You find scraps of evidence in no particular order and have to piece it together to understand the full story. It is really tough to get to grips with, but very fulling when you do!

Whatever Happened to Edith Finch, Dear Esther and Fire Watch

  • Each of these games gives you great room for exploration and a feeling of immense freedom, whilst actually channelling you down a fixed path! However, it never feels like you are being pushed in a single direction and there are often many little bits of information to gather that build up extra story arcs that may not be part of the main narrative. Very complex Forced Choice architectures!
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    Guest Post: Storytelling and gamification in education

    Today I am excited to be able to publish a guest post from a good friend of mine, Rob Alvarez Bucholska. We speak regularly and he is a great gamification educator. Here he speaks about how he uses storytelling in materials he creates for the IE Business School in Madrid. Enjoy!

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    A while ago, Andrzej Marczewski wrote “6 Tips for Short Term Gamification“, and there is one that stood out for me because of my experience creating interactive learning materials at IE Business School. As you might guess from the title it is about narrative and storytelling. What I’ve done in the past are learning materials that, purposefully, are short bursts of learning for students. They are designed to be completed in 90 minutes or less. If you consider the typical gamified product, where you are normally looking for medium to long-term engagement, it is easy to see that there might be many strategies that don’t apply here.

    I found myself implementing several of the ideas that Andrzej proposes in that post before I read it, but particularly resonated with storytelling (here and here you can find some more ideas on narrative by the same author). You see, I’ve found that storytelling and narrative can be particularly compelling for the type of interactive learning that actually has a limited amount of time to interact with. A story or a number of stories, if well crafted, have the capacity to immerse each learner in the place that you have created for them to experience. Purposefully intertwining a narrative with exercises, feedback, interactive elements, video or other forms of presenting information greatly enhances not only the engagement, which is the reason for creating a gamified experience, but also the learning that is the “business objective” that comes when creating educational experiences.

    With a great narrative, we’ve had students so hooked to their learning, that they’ve revisited materials time and time again to overcome challenges and get the full picture of a story. This, of course, deepens their knowledge and understanding of the topic, which, again, was the purpose of creating the learning material itself.

    The fact that the learning experience is meant to last one hour and a half maximum is by no means a measure of the amount of time needed to create a compelling story, less so a gamified learning experience. These tips offered by Andrzej are very useful when creating short-term experiences, but they still require thoughtful design and careful crafting.

    Interested in learning more about how these gamification elements, such as narrative and storytelling, can be used in education? I’d like to invite you to listen to Professor Game Podcast. It can be found on iTunes, Stitcher and professorgame.com. Subscribe here and you’ll have all the details. You’ll find weekly interviews with gurus like Andrzej Marczewski as well as experts and practitioners, that will give you guidance and inspiration to use gamification and game thinking to multiply the learning and engagement in your classroom.

    Rob Alvarez Bucholska

    @RobAlvarezB

    A Challenge for My Readers – Micro Story Telling

    It has been weeks since I last spoke about narratives and stories. I just wanted to pass a thought by you that fits in nicely with my stuff on Narrative Atoms and to set you a challenge. I saw a great article thanks to Rob Alvarez, Bucholska that had something very similar – 2 sentence horror stories.

    This fit in brilliantly with something I had done recently, so got me to thinking. How much story can you fit on a post-it note? How much text do you need to create a story in the minds of your users/readers?

    And that is my challenge to you – I want you to send me Post-It note stories!  Here is my entry to the challenge.

    No prizes, just a bit of fun. You can send them on Facebook, Twitter (@daverage), in the comments or of course Instagram (@daverage again).

    Enjoy 😀

    A couple of entries so far, thanks guys!!

    Her Story, Gone Home and Narrative Atoms

    Last week I wrote about Narrative Atoms in some details. They are basically small nuggets of narrative that can stand on their own but together build the bigger story.

    Two obvious examples that I totally forgot about are the game / narrative experiences of Her Story and Gone Home.

    Her Story is the fabulous creation of Sam Barlow. You take the role of investigator, reviewing a police archive of video footage of a British woman accused of murder. You can access the footage in any order you like, gleaning more clues and information with every video you watch. Sometimes the videos will not make sense until you find the video that came before it, others give you all you need in just a few seconds of footage. The joy is discovering how the story fits together, jumping back and forward through the timeline. New snippets of information give you new ideas on what to search in the archive, leading to many “Ahahaa” moments.

    The second is a well-loved game, Gone Home from The Fullbright Company. I will be honest and say that I was never the biggest fan of Home, but that does not take away from the fact that it is a brilliant lesson in narrative design. Similar to Her Story, Gone Home tells the story in small atoms – fragments of what happened in the house you are exploring. Each scrap of paper, audio recording or newspaper clipping adds something to the story.

    Both of these experiences, whilst seemingly disjointed, eventually build up a deep and fascinating narrative. Each atom may not seem to be relevant but may combine with another atom to unlock a key plot element or answer to a puzzle. In each case, you do not necessarily have to see everything to complete the game,  but to fully understand everything it does help! You also don’t have to see everything in chronological order, but it can help 😉

    The lesson is that using narrative atoms can help you create incredibly deep narrative experiences that don’t have to follow any particular path, giving people that opportunity to discover the whole picture in their own unique way!

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