Co-telling  stories

Connecting players through storytelling

Self-started internal project (while working at the Institute for Creative Integration)

Role: Main author

Co-telling stories is an ongoing game development project about strategic collaboration. Connecting players through storytelling

Its original target was intergenerational families, especially when they become caregivers to their elderly loved ones. It can function as a helpful discourse strategy to relieve tension and let the participants regain the feeling of connectedness.

The game is also great to play with friends. The game challenge players to share personal stories (surprising, funny) and, through collaboration, helps tell real or invented stories about other players.

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Game  play

The game prompts players to tell stories based on the keywords from the deck of card

The stories can be personal, about other players, real stories, and fantasy, depending on the cards and the player's strategy.

As the game is played: Players become more comfortable and better at telling personal stories; people learn about each other and can develop even better stories about each other. That's when a more profound connection happens!

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building  connection
The active conversation is a bonding agent. Players are incentivized to fill the gaps in each other's stories to strategically advance in the game.

When inventing a story: By shifting the narrative perspective from a personal to a playful fantasy, the players gain feelings of joy and belonging. It is even better if it is a collaborative (filling the gaps) story the players are creating about someone!

Starting the game (WIP)

Each player randomly picks 3 tiles from the bag. Next, each player chooses a game piece (Token). Finally, shuffle and place the cards deck next to the board.

(step 1) The active player draws a card from the words deck. Then, chooses one or more words on the card and tell a story related to the word(s). If the card has a “you” on it, the player must tell a personal story. If the card has “Other,” the player must tell a story about someone else playing the game. If there are only words, the player can tell a personal story or a story about another player.

(step 2) Before telling a story, the active player uses the sand clock to start counting time. If the player doesn’t start telling the story before the time ends, they must pass their turn.

(step 3) If the active player successfully tells a story, she/he/they can choose one of the path tiles from their hand and place it on the open hexagon after his arrows. If the player decides to tell someone else’s story, then she/he/they can put the tile on the other player’s path (affecting their game).
If other players want to help the active player, they are welcome to add to the story.
The tile may be placed in any direction. However, once a tile has been placed, it cannot be moved for the rest of the game.

(step 4) If a player connects their own path to the edge of the board (thereby forcing themselves out of the game), they will have to go back to the starting point and create a new path. If all the starting places from the player’s side have already been used, the player will be eliminated from the game.

(step 5) After placing the tile, move the game piece to the end of the path.

(step 6) Take a tile randomly from the bag of tiles to replace the one that has been used. (Always keep 3 path pieces with you).

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Game development

Feedback from game designers at GDC (Game Developers Conference)

Game mechanics iterations

As Koster states, “To make games more long-lasting, they need to integrate more variables (less predictable ones) such as human psychology, physics, and so on. These elements arise from outside the game’s rules and outside the magic circle” (Koster, 38).

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Next Steps...

What I've been discovering throughout this project is that when people tell stories about each other, in a playful context, it brings positive emotions to all participants and it creates a bonding experience. In an increasingly dividing society, I am looking for ways to instill connections between people...

After fixing some gameplay mechanics the game will be open source available (Instructables)