Understanding Metagaming Mechanics in Interactive Storytelling
Summary: Before joining GUII, I spent two years pursuing a masters in digital media at Drexel University. I conducted research and production work towards a Masters Thesis under the guidance of Dr. Jichen Zhu. I researched and analyzed interactive storytelling games that utilize a metagaming – based, rewind/redo mechanic that allows the player to rewind and remake choices. This analysis informed the development of a formal vocabulary for metagaming mechanics within the genre of interactive storytelling. Using this vocabulary, I designed and developed three versions of an experimental game in order to gather empirical data regarding the effects of these mechanics on the players’ experiences. Significant findings included qualitative response trends that supported our theoretical claims as well as results that provided additional insights into best design practices for interactive story games that utilize this mechanic. While interactive narrative is no longer my main area of research, this work played a key role in shaping my user-centric research approach and my interest in user experiences.
Abstract: Metagaming, any action taken outside of a game world with the goal of aiding gameplay, has traditionally been discouraged within the genre of interactive storytelling because it breaks immersion. With the development of new forms of narrative games, there are more and more games that use metagaming-based mechanics within the design of the game. However, we currently do not understand the impact that these mechanics have on the player’s narrative experience. This project involved the analysis of existing games that utilize a specific metagaming-based mechanic, rewind/redo, in order to develop a formal vocabulary. This vocabulary informed the design of three versions of an experimental game. This game, titled Rough Draft, was used in a formal research study that gathered empirical data through qualitative and quantitative results analysis as well as observations of gameplay practices. Significant findings include qualitative response trends that support our theoretical claims as well as results that provide additional insights into best design practices for interactive story games that utilize a rewind/redo mechanic.