From immersion to metagaming: Understanding rewind mechanics in interactive storytelling

https://doi.org/10.1016/j.entcom.2019.100322Get rights and content

Highlights

  • We present a theoretical framework on the structure of rewinding in narrative games.

  • We design and develop an interactive narrative game with two rewind versions.

  • The rewind mechanics do not negatively affect player engagement.

Abstract

An increasing number of recent narrative games have incorporated the metagaming elements of rewinding and remaking choices as their core mechanics. Traditionally, narrative game designers were concerned that rewinding would break immersion and negatively affect players’ narrative experience. Although there has been research on metagaming as a whole, relatively little has been focused on the design of the rewinding mechanics and even less on empirical data regarding their impact on players. In this article, we present a theoretical framework on the structure of rewinding in narrative games, consisting of Restricted Rewind, Unrestricted Rewind, and External Rewind. To evaluate the impact of some of the main types of rewind structure, we developed three versions of an interactive narrative game called Rough Draft: a restricted rewind version, a parallel unrestricted rewind version, and a traditional no-rewind version. In a user study (n = 60), we evaluated the player experience of these three versions of Rough Draft in terms of gameplay engagement, narrative engagement, narrative transportation, and overall perceptions. Our results indicate that rewind mechanics do not negatively affect player engagement as previously believed. We also present our reflections and suggest design considerations for narrative games around rewind mechanics.

Introduction

Metagaming, broadly defined as a player using anything that exists outside of the world of the game in order to aid or progress gameplay [1], is a common element of gameplay culture. For instance, in fighting games, players routinely use real-life information about their opponents to choose the most advantageous strategies. In role-playing games, it is common to save the game before a boss fight so that the player may try again with new knowledge if she fails the first time.

For many narrative games, however, incorporating metagaming seems problematic. Successful narrative games traditionally require players to suspend their disbelief and be immersed in a carefully constructed story world. However, metagaming inherently draws players’ attention away from the diegetic world to the gaming interface, technical apparatus, cultural context, or the very idea that the player is interacting with a game. Common game design wisdom dictates that, when this happens, the player cannot suspend her disbelief and be fully immersed in the story world [2].

However, recent years have witnessed a surge of narrative games with metagaming elements as core game mechanics, most notably by allowing the player to rewind the game. Salient examples include, but are not limited to, Save the Date [3], Life is Strange [4], The Stanley Parable [5], Undertale [6], and Zero Escape: Virtue’s Last Reward [7]. In all of these games, a player must rewind the story and remake her prior choices to complete the game. More notably, experimental games such as The Stanley Parable used the metagaming mechanics of rewinding without a diegetic rationale (e.g., time travel) to minimize the conflict between metagaming and narrative immersion.

The critical and commercial success of these games suggests the potential for metagaming in narrative games. With a few exceptions [8], there is a lack of understanding of 1) how to design metagaming-based narrative games, and 2) the impact metagaming core mechanics have on player experience. In this article, we attempt to answer these two questions by focusing on the metagaming core mechanic of rewinding.

In particular, we surveyed related games and developed a taxonomy of the structure of rewind mechanics, including restricted rewind, unrestricted rewind, and external rewind. Based on the insights we gained in our survey, we designed and developed an interactive story game Rough Draft. The game contains three different versions: one with restricted rewind, one with unrestricted rewind, and one with no rewind. Our prior work described the narrative design of Rough Draft [9] and a preliminary analysis of our user study [10]. Extending our prior work, this article present a more developed theoretical framework and an in-depth analysis of our user study results. Results of our mix-methods study (n = 60) show that rewind mechanics do not negatively affect player engagement as previously believed. Additionally, our study helped us to identify several design implications when designing storytelling games around rewind mechanics that have not been sufficiently theorized previously.

Though we surveyed a range of games with rewind mechanics, our empirical work on understanding players’ reaction is limited to different types of rewind mechanics through a text-based game. Further research is needed to investigate more related games and especially games with more graphic presentations.

The rest of the article is organized as follows. We first describe related work in metagaming in general and the use of rewind mechanics in contemporary storytelling games. Next, we present our theoretical framework on the structure of the rewind. We then describe the design rationale of our interactive narrative project Rough Draft and report results from our user study. We conclude the article with discussions and future directions.

Section snippets

Background

Interactive storytelling gives players the ability to control story progression through the decision making [11], [12]. However, there has always been a tension between player agency and narrative quality, a phenomenon known as the “narrative paradox” [13]. Many believed that excessive interactivity interfered with a good story [14], [15], [16], [17] and that allowing players to retry choices and explore alternatives would further disrupt immersion [2], [18]. However, the concern that rewinding

Design patterns in narrative games with rewinding

To understand the prominent design patterns, we reviewed and analyzed five commercially available narrative games known for their use of metagaming [9]. They include Life is Strange [4], Save the Date [3], The Stanley Parable [5], Undertale [6], and Zero Escape: Virtue’s Last Reward [7]. Although we are aware that this is not an exhaustive list, these games provide a representative sample for our analysis. In addition, we acknowledge that there are more granular, micro-temporal rewind mechanics

Rough draft

To further understand the affordances of different rewind structures, we designed and developed a narrative game called Rough Draft with rewinding as its core mechanic. As far as we know, there is no existing empirical data on the impact of different rewind structures on players. Therefore, we sought to provide insight into how the different designs influenced gameplay and narrative engagement. We developed three versions of Rough Draft, including restricted rewind, unrestricted rewind, and no

Evaluation methods

To evaluate the impact of the restricted and unrestricted rewind on the players’ experience, we conducted a user study with 60 participants using the three versions of Rough Draft. The user study was designed to measure game engagement, the experience of an individual who is involved in a video game; narrative engagement, the extent to which an individual becomes engaged and immersed in a narrative world; and narrative transportation, the extent to which an individual is transported to a

Results

Overall our findings show that there is not a significant difference in the perceived game and narrative engagement or the perceived narrative transportation among participants in all three groups. Both of the rewind mechanics were positively accepted by participants but showed no difference when compared with a storytelling game with no rewind mechanics. Above all, in contrast with the literature, our findings suggest that a storytelling game that incorporates a rewind mechanic does not

Conclusion and future work

Metagaming, a practice that has traditionally been frowned upon within interactive storytelling, has begun to become integrated as a core mechanic. There are already several successful interactive storytelling games that have incorporated metagaming in the form of a core mechanic that allows the player to rewind and redo past choices. By analyzing Life is Strange [4], Save the Date [3], Virtue’s Last Reward [7], Undertale [6], and The Stanley Parable [5], we identified three core concepts of

Declaration of Competing Interest

The authors declared that there is no conflict of interest.

Acknowledgements

We thank all the participants of the user study evaluation. In addition, we thank Dr. Valerie Fox, Dr. Santiago Ontañón, Robert Gray, and Steven Denisevicz for their assistance during the user study design and reviewing phases of this research. This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.

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  • 1

    Present address: College of Computer and Information Science, Northeastern University, 440 Huntington Ave #202, Boston, MA 02115, USA.

    2

    Present address: Autonomous University of Baja California, Federal Highway 1, Ensenada, Baja California, Mexico 22890, Mexico.

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