Research Article
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The Effect Of Narrative Realism on Game Immersiveness in Narrative Games

Year 2025, Volume: 2 Issue: 3, 134 - 151, 29.05.2025

Abstract

This study examines the effects of in-game quests and character development systems on the narrative structure by considering narrative games in the context of interactive storytelling environments and examines the methods of improving game immersion. The research analyzes quest lines and character development systems with thematic coding method by directly observing from within the games. The findings aim to provide observers with a realistic perspective in approaching narrative games while also providing practical suggestions to game developers to improve the player experience with more dynamic quest and progression systems.

*This study is derived from the thesis titled "EXAMINATION OF IMMERSION IMPROVING GAME DYNAMICS THROUGH NARRATIVE REALISM WITH A GAME PROJECT: THE ORC INVASION", presented within the Faculty of Art and Design at Yaşar University and prepared within the scope of Proficiency in Arts English Program.

References

  • Aarseth, E. (2005). From Hunt the Wumpus to Everquest: Introduction to quest theory. In Proceedings of the 4th International Conference on Entertainment Computing. Springer.
  • Abbott, P. (2008). Cambridge introduction to narrative. Cambridge University Press.
  • Adams, E. (1999). Three problems for interactive storytellers. Gamasutra.
  • Barthes, R. (1982). The reality effect. In T. Todorov (Ed.), French literary theory today: A reader (trans. R. Carter).
  • Bethesda Softworks. (2011). The Elder Scrolls V: Skyrim – Official trailer [Video]. YouTube. https://www.youtube.com/watch?v=JSRtYpNRoN0 (Accessed February 20, 2025)
  • Bradley, S., & Shapiro, M. A. (2005). Parsing reality: The interactive effects of complex syntax and time pressure on cognitive processing of television scenarios. Media Psychology, 6, 307–333.
  • Busselle, R., & Bilandzic, H. (2008). Fictionality and perceived realism in experiencing stories: A model of narrative comprehension and engagement. Communication Theory, 18(2), 255–280.
  • Cardona-Rivera, R. E. (2020). Foundations of a computational science of game design: Abstractions and tradeoffs. In Proceedings of the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
  • Culler, J. (2002). The pursuit of signs: Semiotics, literature, deconstruction. Cornell University Press.
  • Debus, M. S., Zagal, J. P., & Cardona-Rivera, R. E. (2020). A typology of imperative game goals. Game Studies, 20(3).
  • Eskelinen, M. (2001). The gaming situation. Game Studies.
  • Ewalt, D. M. (2013). Of dice and men. Scribner.
  • Flaubert, G. (1856). Madame Bovary: Moeurs de province. Revue de Paris.
  • GameSpot. (2014). Final Fantasy X/X-2 HD Remaster – Opening cinematic [Video]. YouTube. https://www.youtube.com/watch?v=mWYwmM23Sqs (Accessed February 20, 2025)
  • Gerrig, R. J. (1993). Experiencing narrative worlds. Yale University Press.
  • Gilbert, D. T., Tafarodi, R. W., & Malone, P. S. (1993). You can’t believe everything you read. Journal of Personality and Social Psychology, 65, 221–233.
  • Green, M. C., & Brock, T. C. (2002). In the mind’s eye: Transportation-imagery model of narrative persuasion. In M. C. Green, J. J. Strange, & T. C. Brock (Eds.), Narrative impact: Social and cognitive foundations (pp. 315–341). Lawrence Erlbaum.
  • Howard, J. (2008). Quests: Design, theory and history in games and narratives. A. K. Peters.
  • Jenkins, H. (2004). Game design as narrative architecture. MIT Press.
  • Juul, J. (1999). A clash between game and narrative. Danish Literature.
  • Juul, J. (2002). The open and the closed: Games of emergence and games of progression. Tampere University Press.
  • Kenan, S. R. (2002). Narrative fiction: Contemporary poetics. Routledge.
  • Lindley, C. A. (2005). Story and narrative structures in computer games. Department of Technology, Art and New Media, Gotland University, Sweden.
  • Nell, V. (1988). Lost in a book: The psychology of reading for pleasure. Yale University Press.
  • Noobert. (2022). How to improve relations in Rimworld [Video]. YouTube. https://www.youtube.com/watch?v=dHihVP09Gas (Accessed October 27, 2024)
  • Oatley, K. (2002). Emotions and the story worlds of fiction. In M. C. Green, J. J. Strange, & T. C. Brock (Eds.), Narrative impact: Social and cognitive foundations (pp. 39–69). Lawrence Erlbaum.
  • Peterson, J. (2012). Playing at the world. Unreason Press.
  • Puckett, K. (2016). Narrative theory: A critical introduction. Cambridge University Press.
  • Rellings. (2022). Fallout 2 (PC) Playthrough | Part 1 (No Commentary) [Video]. YouTube. https://www.youtube.com/watch?v=vycRfzuWDPA (Accessed October 27, 2024)
  • Rogelio, E., Cardona-Rivera, R. E., Debus, M. S., & Zagal, J. P. (2023). Aligning story and gameplay through narrative goals. School of Computing, University of Utah.
  • Ryan, L. M. (2007). Toward a definition of narrative. Cambridge University Press.
  • Schick, L. (1991). Heroic worlds: A history and guide to role-playing games. Prometheus Books.
  • ScottPlays. (2024). Fallout 2 character creation guide [Video]. YouTube. https://www.youtube.com/watch?v=QWludHyQJZ0 (Accessed February 19, 2025)
  • Segal, E. M. (1995). A cognitive-phenomenological theory of fictional narrative. In J. F. Duchan, G. A. Bruder, & L. E. Hewitt (Eds.), Deixis in narrative: A cognitive science perspective (pp. 61–78). Lawrence Erlbaum.
  • Smith, H., et al. (2006). Plans and purposes: How videogame goals shape player behaviour (PhD thesis). IT University of Copenhagen.
  • Stygian Software. (2015). Underrail Wiki. https://www.stygiansoftware.com/wiki/index.php?title=Experience (Accessed February 26, 2025)
  • The Unofficial Elder Scrolls Pages. (2024). Skyrim: Leveling. https://en.uesp.net/wiki/Skyrim:Leveling (Accessed November 26, 2024)
  • Todorov, T. (1977). The poetics of prose. Cornell University Press.
  • Tosca, S. (2003). The quest problem in computer games. In Proceedings of the Conference on Technologies for Interactive Digital Storytelling and Entertainment.
  • ToughGamingGuy. (2021a). Fallout 1 (1997) – Full Game HD Walkthrough (100%), Part One – No Commentary [Video]. YouTube. https://www.youtube.com/watch?v=vI-n23kJ6xM (Accessed February 24, 2025)
  • ToughGamingGuy. (2021b). Fallout 1 (1997) – Full Game HD Walkthrough (100%), Part Two – No Commentary [Video]. YouTube. https://www.youtube.com/watch?v=tM6uVyA226o (Accessed February 24, 2025)
  • van Dijk, T. A., & Kintsch, W. (1983). Strategies of discourse comprehension. Academic Press.
  • Zagal, J. P., Debus, M. S., & Cardona-Rivera, R. E. (2019). On the ultimate goals of games: Winning, finishing, and prolonging. In Proceedings of the 13th International Philosophy of Computer Games Conference.
  • Zagal, J. P., & Altizer, R. (2014). Examining ‘RPG elements’: Systems of character progression. In International Conference on Foundations of Digital Games.
  • Zubin, D. A., & Hewitt, L. E. (1995). The deictic center: A theory of deixis in narrative. In J. F. Duchan, G. A. Bruder, & L. E. Hewitt (Eds.), Deixis in narrative: A cognitive science perspective (pp. 129–155). Lawrence Erlbaum.

Hikâye Odaklı Oyunlarda Anlatı Gerçekçiliğinin Oyun Sürükleyiciliğine Olan Etkisi

Year 2025, Volume: 2 Issue: 3, 134 - 151, 29.05.2025

Abstract

Anlatı oyunlarını interaktif hikâye anlatım ortamları bağlamında ele alarak, oyun içi görevlerin ve karakter gelişim sistemlerinin anlatı yapısına etkisini inceleyen bu çalışmada oyun sürükleyiciliğinin daha kaliteli hale getirilme yöntemleri incelenmiştir. Araştırma, doğrudan oyunların içinden gözlemlerle görev hatlarını ve karakter gelişim sistemlerini tematik kodlama yöntemiyle analiz edilmiştir. Bulgular, anlatı oyunlarına yaklaşımda gözlemcilere gerçekçi bir perspektif kazandırmayı hedefler iken aynı zamanda oyun geliştiricilerine daha dinamik görev ve ilerleme sistemleriyle oyuncu deneyimini iyileştirme konusunda pratik öneriler sunmayı amaçlamaktadır.

*Bu çalışma, Yaşar Üniversitesi Sanat ve Tasarım Fakültesi bünyesinde sunulan ve Sanatta Yeterlilik (Proficiency in Arts) İngilizce Programı kapsamında hazırlanan "EXAMINATION OF IMMERSION IMPROVING GAME DYNAMICS THROUGH NARRATIVE REALISM WITH A GAME PROJECT: THE ORC INVASION" (OYUN SÜRÜKLEYİCİLİĞİNİN ANLATI GERÇEKÇİLIĞİNİ GELIŞTİREN OYUN DİNAMIKLERİ ÜZERİNDEN İNCELENMESİ VE BIR PROJE ÖRNEĞI: THE ORC INVASION) başlıklı tez çalışmasından türetilmiştir.

References

  • Aarseth, E. (2005). From Hunt the Wumpus to Everquest: Introduction to quest theory. In Proceedings of the 4th International Conference on Entertainment Computing. Springer.
  • Abbott, P. (2008). Cambridge introduction to narrative. Cambridge University Press.
  • Adams, E. (1999). Three problems for interactive storytellers. Gamasutra.
  • Barthes, R. (1982). The reality effect. In T. Todorov (Ed.), French literary theory today: A reader (trans. R. Carter).
  • Bethesda Softworks. (2011). The Elder Scrolls V: Skyrim – Official trailer [Video]. YouTube. https://www.youtube.com/watch?v=JSRtYpNRoN0 (Accessed February 20, 2025)
  • Bradley, S., & Shapiro, M. A. (2005). Parsing reality: The interactive effects of complex syntax and time pressure on cognitive processing of television scenarios. Media Psychology, 6, 307–333.
  • Busselle, R., & Bilandzic, H. (2008). Fictionality and perceived realism in experiencing stories: A model of narrative comprehension and engagement. Communication Theory, 18(2), 255–280.
  • Cardona-Rivera, R. E. (2020). Foundations of a computational science of game design: Abstractions and tradeoffs. In Proceedings of the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
  • Culler, J. (2002). The pursuit of signs: Semiotics, literature, deconstruction. Cornell University Press.
  • Debus, M. S., Zagal, J. P., & Cardona-Rivera, R. E. (2020). A typology of imperative game goals. Game Studies, 20(3).
  • Eskelinen, M. (2001). The gaming situation. Game Studies.
  • Ewalt, D. M. (2013). Of dice and men. Scribner.
  • Flaubert, G. (1856). Madame Bovary: Moeurs de province. Revue de Paris.
  • GameSpot. (2014). Final Fantasy X/X-2 HD Remaster – Opening cinematic [Video]. YouTube. https://www.youtube.com/watch?v=mWYwmM23Sqs (Accessed February 20, 2025)
  • Gerrig, R. J. (1993). Experiencing narrative worlds. Yale University Press.
  • Gilbert, D. T., Tafarodi, R. W., & Malone, P. S. (1993). You can’t believe everything you read. Journal of Personality and Social Psychology, 65, 221–233.
  • Green, M. C., & Brock, T. C. (2002). In the mind’s eye: Transportation-imagery model of narrative persuasion. In M. C. Green, J. J. Strange, & T. C. Brock (Eds.), Narrative impact: Social and cognitive foundations (pp. 315–341). Lawrence Erlbaum.
  • Howard, J. (2008). Quests: Design, theory and history in games and narratives. A. K. Peters.
  • Jenkins, H. (2004). Game design as narrative architecture. MIT Press.
  • Juul, J. (1999). A clash between game and narrative. Danish Literature.
  • Juul, J. (2002). The open and the closed: Games of emergence and games of progression. Tampere University Press.
  • Kenan, S. R. (2002). Narrative fiction: Contemporary poetics. Routledge.
  • Lindley, C. A. (2005). Story and narrative structures in computer games. Department of Technology, Art and New Media, Gotland University, Sweden.
  • Nell, V. (1988). Lost in a book: The psychology of reading for pleasure. Yale University Press.
  • Noobert. (2022). How to improve relations in Rimworld [Video]. YouTube. https://www.youtube.com/watch?v=dHihVP09Gas (Accessed October 27, 2024)
  • Oatley, K. (2002). Emotions and the story worlds of fiction. In M. C. Green, J. J. Strange, & T. C. Brock (Eds.), Narrative impact: Social and cognitive foundations (pp. 39–69). Lawrence Erlbaum.
  • Peterson, J. (2012). Playing at the world. Unreason Press.
  • Puckett, K. (2016). Narrative theory: A critical introduction. Cambridge University Press.
  • Rellings. (2022). Fallout 2 (PC) Playthrough | Part 1 (No Commentary) [Video]. YouTube. https://www.youtube.com/watch?v=vycRfzuWDPA (Accessed October 27, 2024)
  • Rogelio, E., Cardona-Rivera, R. E., Debus, M. S., & Zagal, J. P. (2023). Aligning story and gameplay through narrative goals. School of Computing, University of Utah.
  • Ryan, L. M. (2007). Toward a definition of narrative. Cambridge University Press.
  • Schick, L. (1991). Heroic worlds: A history and guide to role-playing games. Prometheus Books.
  • ScottPlays. (2024). Fallout 2 character creation guide [Video]. YouTube. https://www.youtube.com/watch?v=QWludHyQJZ0 (Accessed February 19, 2025)
  • Segal, E. M. (1995). A cognitive-phenomenological theory of fictional narrative. In J. F. Duchan, G. A. Bruder, & L. E. Hewitt (Eds.), Deixis in narrative: A cognitive science perspective (pp. 61–78). Lawrence Erlbaum.
  • Smith, H., et al. (2006). Plans and purposes: How videogame goals shape player behaviour (PhD thesis). IT University of Copenhagen.
  • Stygian Software. (2015). Underrail Wiki. https://www.stygiansoftware.com/wiki/index.php?title=Experience (Accessed February 26, 2025)
  • The Unofficial Elder Scrolls Pages. (2024). Skyrim: Leveling. https://en.uesp.net/wiki/Skyrim:Leveling (Accessed November 26, 2024)
  • Todorov, T. (1977). The poetics of prose. Cornell University Press.
  • Tosca, S. (2003). The quest problem in computer games. In Proceedings of the Conference on Technologies for Interactive Digital Storytelling and Entertainment.
  • ToughGamingGuy. (2021a). Fallout 1 (1997) – Full Game HD Walkthrough (100%), Part One – No Commentary [Video]. YouTube. https://www.youtube.com/watch?v=vI-n23kJ6xM (Accessed February 24, 2025)
  • ToughGamingGuy. (2021b). Fallout 1 (1997) – Full Game HD Walkthrough (100%), Part Two – No Commentary [Video]. YouTube. https://www.youtube.com/watch?v=tM6uVyA226o (Accessed February 24, 2025)
  • van Dijk, T. A., & Kintsch, W. (1983). Strategies of discourse comprehension. Academic Press.
  • Zagal, J. P., Debus, M. S., & Cardona-Rivera, R. E. (2019). On the ultimate goals of games: Winning, finishing, and prolonging. In Proceedings of the 13th International Philosophy of Computer Games Conference.
  • Zagal, J. P., & Altizer, R. (2014). Examining ‘RPG elements’: Systems of character progression. In International Conference on Foundations of Digital Games.
  • Zubin, D. A., & Hewitt, L. E. (1995). The deictic center: A theory of deixis in narrative. In J. F. Duchan, G. A. Bruder, & L. E. Hewitt (Eds.), Deixis in narrative: A cognitive science perspective (pp. 129–155). Lawrence Erlbaum.
There are 46 citations in total.

Details

Primary Language Turkish
Subjects Communication Technology and Digital Media Studies, Digital Game Design
Journal Section Research Article
Authors

Tunc Kaçar 0000-0002-7694-4169

Yasin Özarslan 0000-0003-0831-6985

Publication Date May 29, 2025
Submission Date April 14, 2025
Acceptance Date May 27, 2025
Published in Issue Year 2025 Volume: 2 Issue: 3

Cite

APA Kaçar, T., & Özarslan, Y. (2025). Hikâye Odaklı Oyunlarda Anlatı Gerçekçiliğinin Oyun Sürükleyiciliğine Olan Etkisi. İnterdisipliner Medya Ve İletişim Çalışmaları, 2(3), 134-151.

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