Narrative Games - HIGH CONCEPT
In a GDD (Game Design Document) this is an understanding phase when we describe what the game will be about, what kind of game it will be and how it will feel like. It is the very seed of the game from which it will grow, unfold and fructify. But be warned: this might change completely as the game develops!
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WHAT IS A LUDONARRATIVE?
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, as suggested by Clint Hocking [https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html] and resonance, as suggested by Mattie Brice [http://www.mattiebrice.com/ludonarrative-resonance/] and A.L. [http://www.realityrefracted.com/2013/03/ludonarrative-why-it-matters.html] or consonance, as suggested by Ryan J. Hodge [https://www.lasertimepodcast.com/2014/11/23/3-ways-ludonarrative-consonance-makes-better-games-and-players/] 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 games into three aspects to be observed and intertwined:

- MATHESIS/MIMESIS: what and how to tell.

- DYNAMIS: how to play what is being told.

- SEMIOSIS: how to show what is being played and told.

We suggest you read more about these definitions here:
{google drive or any other repository with references like papers, books, videos etc}

Then, you have to chose one or more narrative games and describe the three aspects above:
MATHESIS: what is this game about? Please provide a reference link to the game. *
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MIMESIS: how is the theme presented? *
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DYNAMIS: what kind of game is it? *
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SEMIOSIS: how does it feel like in terms of image, sound, and/or language? *
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After these experiences can you sketch what game you would like to design? *
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