Crafting compelling player experiences: narrative, world, level and interaction design
BSc (Hons) Game Design & Development
Not the plot. Something nobody wrote: a near miss, a betrayal, a lucky escape.
with acts, an arc and beats, both scripted and emergent.
linear, branching, branch-and-bottleneck or open world, and say what it costs to build.
where characters, lore, places and levels all express one theme.
using Norman's principles and affordances, balancing agency with guidance.
Told and played, acts, arcs, beats
Structures, a story you vote on, tools
Lore, places, thematic coherence
Tension, layout, theme
Norman, affordances, guidance
Five concepts, five-minute pitches
Agency is a need, and guiding cues (light, colour, sound, shape) steer players without telling them.
Schell's tetrad added Story to MDA. Flow needs clear goals and immediate feedback.
Rewards and feedback loops: every input needs an answer the player can read.
Story was one corner of Week 2's tetrad. Today it gets the whole week: the story, the world it happens in, and the interaction that lets the player live it.
People love a good story. Players want to be in one.
| Traditional storytelling | Game narrative design | |
|---|---|---|
| Structure | Fixed | Dynamic or branching |
| The audience | Is told the story | Experiences, and performs, the story |
| Pacing | Set by the author | Partly in the player's hands |
| Emotion from | Empathy with characters | Empathy, plus agency and consequence |
Written in advance and placed in the game: cutscenes, dialogue, notes, ruins.
Comes out of the systems while you play: your warm-up stories.
| Act | Function | Typical beat | In Portal |
|---|---|---|---|
| I · Setup | World, characters, tone, the central conflict. Often the tutorial. | Inciting incident: normality breaks | Test chambers teach the portal gun. GLaDOS seems helpful… "the cake" |
| II · Confrontation | Rising action. Obstacles grow; the protagonist grows or fails. The main loops. | Midpoint: a twist or escalation | Chamber 19 ends in an incinerator. You escape behind the walls. |
| III · Resolution | Climax; consequences revealed; back to stability. | Climax & denouement | The GLaDOS fight, then the song over the credits. |
The acts map onto play: tutorial, main loops, final challenge.
GDnD wiki · Narrative DesignA deliberate shift in tone. Action beats ("the door bursts open") and emotional beats ("she realises she's been betrayed").
Placed by the designer: a cutscene after the boss.
Arise from play: the companion you lost through your own choice.
How much freedom is too much?
Events fire in order: a state machine or a timeline (Unity Timeline, Unreal Sequencer).
Tight pacing, strong characters, the same experience for everyone, easier to polish.
Less agency, limited replay value.
God of War (2018) tells its whole story in one continuous camera shot, with no cuts.
Detroit: Become Human, Until Dawn, The Witcher 3's endings.
Mass Effect, Deus Ex: Human Revolution, Telltale's The Walking Dead.
Three yes/no choices make 8 endings. Ten make 1,024. Bottlenecks keep the story buildable.
GDnD wiki · Player AgencyMust be done; often unlock areas or powers.
The Witcher 3 main questsOptional depth: lore, characters, rewards.
Red Dead Redemption 2 encountersNatural, artificial or ability gates pace the world.
Hollow Knight's Mantis ClawThe world remembers what you did.
Mass Effect's galaxy stateMarkers, compass, NPC hints, landmarks.
Skyrim's compass · BotW towersIn Breath of the Wild you can walk to the final boss straight away. Almost nobody does.
GDnD wiki · Open-World DesignEvery path met in the same lamp room. What changed was what the story remembered: a name, a wet coat, a ringing bell.
Players invest when they feel their choices matter. Designers keep the story coherent and affordable.
"Clementine will remember that." Is the illusion of choice enough?
Free, visual, node-based, exports HTML. No programming needed. Fast for mapping choices; hard to scale or put inside Unity.
A scripting language with variables, conditions and state, and a Unity plugin. Built for 80 Days and Heaven's Vault. Less visual for beginners.
Also: Yarn Spinner for Unity dialogue (Night in the Woods).
// The lamp room, in Ink VAR read_journal = false === stairs === The old keeper's journal lies open. * [Read it] ~ read_journal = true -> lamp_room * [Keep climbing] -> lamp_room === lamp_room === Someone is already inside. {read_journal: "Elias," you say. He flinches.} * [Light the lamp] -> light_holds * [Stop him] -> keepers_trial
Linear, tree, branch-and-bottleneck or open world? Or a mix?
Where do all players end up in the same place?
What did the game remember, and when did it show you?
Who the story is about, and where it happens
Motivations, flaws and a growth arc. Kratos learning to be a father.
Distinct personality, speech and behaviour. GLaDOS's polite cruelty.
Shared experience and relationships. Ellie and Joel; Clementine and Lee.
Silhouette, costume, colour, voice. You know Pac-Man in one shape.
In games you don't just watch a character grow. You help them, or you are them.
GDnD wiki · Character Design for GamesRelatable and navigable: fantasy balanced with things players already understand.
The world reflects the story's themes, history and current state.
Norms, traditions, architecture and artefacts make cultures feel real.
Landscapes and structures arranged into a coherent, navigable space.
Interactive worlds respond: destructible objects, weather that changes play, NPCs with routines who react to you. Cohesive worlds sound and look like one place: architecture, palette, soundscape.
Weave lore into the world, dialogue and discovery. Avoid the info dump.
Letters, books, ruins, objects: history the player finds.
Quests and missions that reveal the backstory as you play them.
| Game | What the world says |
|---|---|
| Hollow Knight | Ruins and statues of a fallen kingdom; almost nothing is explained |
| What Remains of Edith Finch | Each bedroom is a family member's story, and how it ended |
| BioShock | Rapture's posters and corpses tell you the utopia failed before anyone speaks |
| Dark Souls | Lore lives in item descriptions; players piece it together online |
| Inside (Playdead, 2016) | How it says control and isolation |
|---|---|
| Visuals | Grey, near-monochrome world; one small boy in a red shirt |
| Sound | Muffled, oppressive, no music for long stretches |
| Mechanics | You take control of mindless bodies to solve puzzles: the player is a controller too |
| UI & text | None. No HUD, no words, no explanation |
Theme is the glue between narrative and gameplay. Cheerful music in a horror scene breaks the spell.
GDnD wiki · Thematic CoherenceIntended: an overblown macho hero, played as satire.
Mechanics said otherwise: a two-weapon limit, long vehicle sections and slow puzzles undercut the power fantasy.
Tone: 1990s crude humour beside attempts at serious storytelling read as dated, not self-aware.
When what the game asks you to do contradicts what the story says about you.
The usual example: Uncharted's charming, joking hero, who shoots hundreds of people between cutscenes.
Your turn: name one game where the music, mechanics or story pulled against each other.
GDnD wiki · Ludonarrative DissonanceTurning the arc into a space you move through
Mix action, exploration, puzzles and story. Vary the intensity to prevent monotony.
High intensity, then calm to breathe and prepare. Each peak a little higher.
Lighting, sightlines and landmarks give direction without constraint (Week 1's cues).
A logical route from area to area, using landmarks, pathways and geometry.
Mix open areas with tight ones for scale, variety and tension.
Placed so failure costs a little, never a lot.
The player–system dialogue
| Principle | Meaning | Example |
|---|---|---|
| Visibility | Possible actions and the system's state are clear | The Last of Us: light and paths show where you can go |
| Mapping | Controls and results match what players expect | Portal 2: logical cause and effect in every puzzle |
| Feedback | Every action gets a clear, immediate response (Week 3) | Hades: every hit lands with sound and animation |
Players always know what they can do, what they did and what it changed.
GDnD wiki · UI Design in GamesA glowing lever handle says pull. A cracked wall says break.
A soft chime near a collectable says pick me up.
Low walls and ledges say climb or vault.
Red barrels explode. Players bring this from other games.
Norman's refinement: the affordance is what you can do; the signifier is what shows you. Mirror's Edge paints the climbable route red. Week 1's yellow paint is a signifier too.
Ambiguity breaks immersion.
Consistent schemes, mapping that matches expectation.
Keeps the dialogue alive.
Not bored, not frustrated.
Remappable controls, subtitles, no clutter.
Every interaction feels at home in the world.
Too much freedom and players feel lost. Too much guidance and they feel herded. Mix linear missions with open play.
GDnD wiki · Player GuidancePlayers perform stories. Design story systems: embedded beats plus room for emergent ones.
Structure has a price. Trees explode; branch-and-bottleneck keeps choices felt and the game buildable.
Let the world tell the story, and make every part speak the same theme.
Pace levels like an arc: tension, release, each peak a little higher.
Visibility, mapping, feedback, affordance: then balance agency with guidance.
Five concepts. One world, story and set of choices each. Five-minute pitch.
An amnesiac explorer on an island of a lost civilisation.
narrative adventureAdvisor to a ruler as the kingdom slides into civil war.
strategic RPGSurvive where nature reclaimed the ruins; learn why we fell.
post-apocalyptic open worldA historian with a device to travel a city's eras.
time-travel puzzle adventureA detective, a haunted town, and your own fears.
psychological horror RPGClick Deal: every concept is used once before any repeats.
| Step | Time | Decide | Put on a slide |
|---|---|---|---|
| 1 · Brainstorm | 5 min | The overall feel. How do setting, characters and gameplay interact? | Nothing yet: talk |
| 2 · World | 15 min | Size and scope; how geography reflects the story; environmental storytelling | A map or sketch, key locations, visual theme |
| 3 · Narrative | 15 min | The arc and its beats; linear or not; endings and what leads to them | A 150–200-word plot summary (you'll say it, not read it) |
| 4 · Agency | 10 min | Where players make meaningful decisions, and what changes | 3–5 key choices and their consequences |
| 5 · Interaction | 10 min | Mechanics that fit the theme and support the choices | 3 mechanics: how each fits story and agency |
Then add one line: our theme is ___, and ___ is the mechanic that makes you feel it.
| World | Small and intimate: one island, five places, one storm night and the three days after. Salt-grey stone, one warm light. |
| Environmental story | Ship figureheads in the cottage garden; the drowned village's bell, still hanging; the cove's dry "salvage". |
| Structure | Branch-and-bottleneck: three acts, every path through the lamp room, two endings coloured by flags. |
| Plot (start) | The new keeper's lamp fails as a ship nears the rocks. The old keeper, "drowned" last winter, is alive, and luring ships for their cargo… |
Our theme is a light can guide or lure, and aiming the beam is the mechanic that makes you feel it.
Map, size, key places, visual theme.
Your plot summary, told, not read.
3–5 choices and what they change.
3 interactions that fit the world.
One line: theme, and the mechanic that delivers it.
Audience: each group asks one question. Where's the bottleneck? Which mechanic carries the theme? Where do the parts disagree?
“In our game, the player …, and the world remembers it by ….”
One sentence each, before you leave.
Ashwell, S. K. (2015) 'Standard patterns in choice-based games', These Heterogenous Tasks [blog], 26 January.
Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. New York: Harper & Row.
Freytag, G. (1895) Technique of the Drama: An Exposition of Dramatic Composition and Art. Translated by E. J. MacEwan. Chicago: S. C. Griggs.
Gibson, J. J. (1979) The Ecological Approach to Visual Perception. Boston: Houghton Mifflin.
Hocking, C. (2007) 'Ludonarrative dissonance in Bioshock', Click Nothing [blog], 7 October.
Jenkins, H. (2004) 'Game design as narrative architecture', in Wardrip-Fruin, N. and Harrigan, P. (eds) First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, pp. 118–130.
McIntosh, B., Cohn, R. and Grace, L. 'Nonlinear narrative in games: theory and practice', Game Career Guide.
Norman, D. A. (2013) The Design of Everyday Things. Revised and expanded edn. New York: Basic Books.
Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann.
Sylvester, T. (2013) Designing Games: A Guide to Engineering Experiences. Sebastopol, CA: O'Reilly Media.
Tools: Twine, https://twinery.org · Ink, https://www.inklestudios.com/ink/ · Yarn Spinner, https://yarnspinner.dev
Narrative Design · Environmental Storytelling · Character Design for Games · Level Design · Interest Curves · UI Design in Games · Player Guidance · Games as Systems vs Games as Stories · Ludonarrative Dissonance · Narrative Architecture · Signifier