https://ia801403.us.archive.org/17/items/episode-20-environmental-storytelling/Episode%2020%20-%20Environmental%20Storytelling.mp3
In the twentieth episode of Meaningful Play, Sian and Jordana welcome a special guest, Heather Blakey(!), a PhD candidate focused on games and aesthetics. Together, they discuss the concept of environmental storytelling (or “embedded narratives” as termed by scholar Henry Jenkins), sharing some of their favourite or notable games that have successfully implemented environmental objects as key narrative builders.
Animal Crossing, Bioshock (series), Convenience Store, Cyberpunk 2077, Destiny 2, Final Fantasy XIV, Hades, Life is Strange, Mass Effect Andromeda, Phasmophobia, The Last of Us Part II, The Sims 2, The Witcher 3: Wild Hunt – Blood and Wine (DLC).
Barbet, R., & Koch, M. (2016, March 14-18). “Life is Strange” Case Study: Using Interactive Storytelling and Game Design to Tackle Real-World Problems [Conference presentation]. Game Developers Conference 2016. San Francisco, California. https://www.gdcvault.com/play/1023468/-Life-is-Strange-Case
Gameumentary. (2021, March 26). Designing The Opening Moments of Bioshock with Bill Gardner | Gameumentary [Video]. https://www.youtube.com/watch?v=Zfv9v4bdTCw.
GDC. (2017, May 16). Building Beauclair in The Witcher 3: Wild Hunt – Blood and Wine [Video]. YouTube. https://www.youtube.com/watch?v=9vEfH9SJ9mY
Goins, E. (2018, December 5-8). Structuring Digital Game Stories. In R. Rouse, H. Koenitz & M. Haahr (Eds.), Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling (pp. 265–269). Dublin, Ireland. Springer International Publishing. https://doi.org/10.1007/978-3-030-04028-4_27
Graff, L. (2018). How narrative techniques affect players’ engagement in action RPG Dark Souls II. Bachelor’s thesis. Uppsala University. Available at: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355846
Jenkins, H. (2003). Game Design as Narrative Architecture. Response, 44(3), 118–130. DOI: 10.1111/b.9781444331899.2011.00023.x.
Nguyen, C. T. (2020). Games: Agency As Art. Oxford University Press.
Martens, S. (2021). The responsibilities in Red Dead Redemption 2: An analysis of playful learning through environmental storytelling in a videogame. Bachelor’s Thesis. Utrecht University. Available at: https://dspace.library.uu.nl/handle/1874/402055
Morphologis. (2021, January 3). An Architect Reviews: Cyberpunk 2077’s Night City [Video]. YouTube. https://www.youtube.com/watch?v=IklZS20rJoI&t=657s
Nielsen, T. L., Rafferty, E. I., Schoenau-Fog, H. S., & Palamas, G. (2020, November 3-6). Embedded Narratives in Procedurally Generated Environments [paper presentation]. In A. Bosser, D. Millard & C. Hargood (Eds.), Interactive Storytelling: 13th International Conference on Interactive Digital Storytelling (pp. 30-43). Bournemouth, UK. Springer. https://doi.org/10.1007/978-3-030-62516-0_3 ;
Vredenberg, B. (2017). Signposting, Mise-en-Scene, and Environmental Storytelling: Understanding signposting as part of the embedded narrative in environmental storytelling [Master’s thesis, Utrecht University]. Utrecht University Repository. https://dspace.library.uu.nl/handle/1874/352414
Shibolet, T. (2019). Towards a Framework for Embodied Narrativity: An enactive study of narrative phenomenology, through the lens of interactive digital media [Master’s thesis, Utrecht University]. Utrecht University Repository. https://dspace.library.uu.nl/handle/1874/381437
Carson, D. (2000, March 1). Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry. Game Developer. https://www.gamedeveloper.com/design/environmental-storytelling-creating-immersive-3d-wo…
Zakowski, S. (2016, August). Environmental Storytelling, Ideologies and Quantum Physics: Narrative Space And The BioShock Games. In, DiGRA/FDG ’16 – Proceedings of the First International Joint Conference of DiGRA and FDG. http://www.digra.org/digital-library/publications/environmental-storytelling-ideologies-and-quantum-physics-narrative-space-and-the-bioshock-games/.
Credits:
Music created with Per Nyblom’s Abundant Music.