Choice poetics is a formalist framework that seeks to capture the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed analytical framework for understanding the impressions choice structures make by analyzing the relationships between options, outcomes, and player goals. The theory also emphasizes the need to account for players’ various modes of engagement, which vary both during play and between players. In this work, we illustrate the non-computational application of choice poetics to the analysis of three different choices, in order to further develop the theory and make it more accessible to others. We focus first on analyzing so-called false choices in the game “Mass Effect”, and show how they actually provide meaningfully different outcomes for players who are utilizing certain modes of engagement. Second, we use choice poetics to examine the central repeated choice in “Undertale”, and show how it can be used to contrast two different player types that will approach a choice differently. Finally, we give an example of fine-grained analysis using a choice from the game “Papers Please”, which breaks down options and their outcomes to illustrate how the choice pushes players towards complicity via the introduction of uncertainty. Through all of these examples, we hope to show the usefulness of choice poetics as a framework for understanding narrative choices, and to demonstrate concretely how one could productively apply it to choices ‘in the wild’.
Choice poetics is a formalist framework that seeks to concretely describe the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed analytical framework for understanding the impressions choice structures make by analyzing the relationships among options, outcomes, and player goals. The theory also emphasizes the need to account for players’ various modes of engagement, which vary both during play and between players. In this work, we illustrate the non-computational application of choice poetics to the analysis of two different games to further develop the theory and make it more accessible to others. We focus first on using choice poetics to examine the central repeated choice in “Undertale,” and show how it can be used to contrast two different player types that will approach a choice differently. Finally, we give an example of fine-grained analysis using a choice from the game “Papers, Please,” which breaks down options and their outcomes to illustrate exactly how the choice pushes players towards complicity via the introduction of uncertainty. Through all of these examples, we hope to show the usefulness of choice poetics as a framework for understanding narrative choices, and to demonstrate concretely how one could productively apply it to choices “in the wild.”
Our Project, Bonne Chance, meaning good luck in French, is an immersive language learning game that manifests in the form of a mobile app. The game is designed as a course-companion for French 111 and 112 beginning language courses for college students. Instead of merely computerizing old teaching practices or creating grammar practice cards, we are radically re-envisioning the design of the learning experience. This project endeavors to build an “ecology of learning that extends beyond the four walls of an institution and engages [students] in ways that are exciting, empowering and culturally relevant” (Salen et al., 201100. The Project functions under four teams: the coding team, the user experience engagement team, the music curation and production team, and the app development team. As the music team, we focus on the music and sounds of Bonne Chance. The music and sounds of Bonne Chance contribute to this ecology by curating an authentically French soundtrack of pre-composed and original music, stimulating the learning environment, creating a sense of historical accuracy, and channeling the primary purpose of the game, which is to help immerse students in the French language. By conducting research into French composers and cultural trends throughout the ages, French musical history can be characterized as a diverse and central figure in the arts of humanity. French history has shaped human history, and its music sheds light on the roots of its global influence. The game itself is currently still in a series of prototype phases as we continue to test our most viable product [MVP]. Through our game-based learning application, our audience of elementary-level French students will gain language learning skills and intercultural empathy. Working in an innovative studio environment has allowed us to grow in the domains of collaboration, project management, programming, music history, research, music composition, music arranging, and music production.
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