In video games, there are 2 ways that the game tell stories: Either it's a scripted story with single or multiple path, or either it's a story machine that creates stories you can tell. In board games, it is more between Story machine and no story at all. In few games, there are scripted story besides story based games.
Now one think I like in games are story machines. Which means games that creates a story that you can tell and remember years later. Now I was trying to find the criteria that makes a good story machine. On first thought you might say that story based games like Arkham Horror are the only story machines available, but its not entirely true.
I have interesting stories from games that are not story based. For example, my civ game that ended up in a nuclear war which resulted in a world flood. My Pacific Theatre of Operation 2 game that ended up in building an airpot in montreal to attack new york in order to capture washington without using te panama canal. Or my game of london 1888 that endup up in finding jack the ripper son the fist action of the first turn of the game. Or when in Twilight Imperium I decided to put all my resources to attack a single player which cought everybody by surprise.
On the other hand, it seems that there is little story to be said about abstract game. It seems you need some thematic base is necessary in order to build up a story in your mind. It's like in catan where 4:1 sheep to brick trading is illustrated as compressing sheeps in a machine to make bricks. Without a theme on those resources, it would be impossible to make a story out of them. Historical games also seem to have a strong story telling aspect if a lot of bifurcation from the original history is possible.
So do you have an idea of what element is necessary to make a goo story making games? The goal is to make the game create a story (or an series of events) that you could remember and tell others.
replying to both threads at the same time.
I think what makes a game a story machine is the interest in remembering and telling the story. It has nothing to do with the game beign a story based games. I played a few Arkham Horror games and there actually none of them that I do remember. And if I did remember, it's not the text on the card that I would remember but rather the outcome of the game (Remember that time when I was alone in the city and fought 5 monsters on the same space)
True, I have not thought about this. All historical games seems to be scripted. The stories you make out of them seems to be the historical variations you create which again, returns to the idea that stories are created from randomness and surprise (for example, in my PTO game, on the 1st month of war, 5 based captures and 90% of the american fleet is sunk. 2nd month, invasion of hawaii, 3rd month invasion of US). So this outcome is very different from the original historical outcome making it a good story to tell.
True because you have a thematic structure to base yourself on.
Yes, making the game unpredictable through randomness and variety could be interesting. It just makes the game harder to playtest because you could end up with many outlier.
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So from all the comments I compiles, I think it could be summarized as:
- Stronger theme
- Surprise elements
I would add variety, which creates somewhat an element of surprise. For example, in Arkham Horror, the fact you have so many mythos cards makes every game a new surprise.