In this paper, we address specific problems related to the temporal development of narratives in games and interactive media in general. Game narratives can be inconsequential when they progress isolated from coherent temporal aspects, which in turn affects the possibility for pacing and experiencing a dramatic arc. The problem arises when the agency afforded to the players leads them to pursue non-narrative activities, which “put the story on hold”. We introduce the concept of narrative urgency in interactive narratives as a means of discussing and avoiding this issue. While ‘agency’ is the potential to act in interactive narratives, ‘urgency’ would be the desire to do so in the narrative context. This may serve as a starting point for designers to explore how players can be motivated to take actions that enable optimal narrative coherency and enhance suspension of disbelief.
CITATION STYLE
Gjøl, B. A., Jørgensen, N. V., & Bruni, L. E. (2019). Narrative urgency: Motivating action in interactive digital media. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11869 LNCS, pp. 178–182). Springer. https://doi.org/10.1007/978-3-030-33894-7_19
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