Narrative Games
In this form you will describe all the steps of your game development. Think of it as a simulation for a Game Design Document (GDD), which is something you should get familiar with in you profession.
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We understand ludonarrative as a dynamic through which a narrative is built in a gaming situation. Game here is understood in Huizinga ́s definition of play (2004) and narrative is seen as a process of poetic configuration of themes, characters, setting and events, into units of action, time and place, which are developed in a cause-effect relationship (Ricoeur, 1983; Barthes, 1977).
We expanded a concept of ludonarrative dissonance and ressonance as suggested by Clint Hocking [] to define what we understand by games in which the goals are to tell or build a story. In a ludonarrative the mechanics and rules must achieve resonance with the narrative; otherwise the game does not happen. As examples of ludonarratives we can think of Role playing games (both tabletop and live action), alternate reality games, gamebooks and others. Actually, any game which has as its goal the creation of a story can be a ludonarrative. It does not matter if the game digital or analog, competitive or cooperative, or even if originally it was not necessarily a narrative game, as in most cardgames and boardgames. You can make a boardgame narrative if the game´s goal becomes the creation of a story. If you make rules for chess that build a story in the process, then you have a narrative chess.

So in order to achieve this ludonarrative ressonance we divided the game into three aspects to be observed and intertwined:
DYNAMIS: how to play what is being told.
MATHESIS/MIMESIS: what and how to tell.
SEMIOSIS: how to show what is being played and told.

We suggest you read more about these definitions here:
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