Approaches for nonfiction games

What are the various approaches that nonfiction games, particularly autobiographical ones, take to depict memory and/or reality? What are their advantages and disadvantages? Which structures are best for which purposes?

I’ve played several nonfiction games, many autobiographical. One approach is to create something almost entirely linear, essentially an interactive memoir. I’m not the hugest fan of this approach because I like a degree of interactivity, but it depends on the content. I’ve read and enjoyed quite a few memoirs, so I don’t necessarily hate this format. Many autobiographical Twine games do this.

Another is to reconstruct existing locations based on research, or the dev’s own memories for an autobiographical game, and let the player wander around them and interact, essentially making your memories into setpieces. Accuracy is an issue, but all memories are unreliable to some degree anyway. But this is an enormous amount of work if you have many locations. Sting does something like this. For parser games, I think this is the option that best suits the medium, perhaps the only option.

You could do something in between, where the method of traveling between different memories is like traveling between locations, but the memories themselves are immutable and presented directly from an authorial perspective. They can’t be interacted with to change them. My Pseudo-Dementia Exhibition does this. I also liked Summer Studies in Japan, which is essentially a self-contained autobiographical blog about the author’s time studying abroad in Japan. Each blogpost is about a specific topic. You can navigate the blogposts chronologically, or by jumping from related topic to related topic.

I played a game years ago that I really liked and still remember today. It was called A House in California, by the makers of Kentucky Route Zero. It was a surreal and nostalgic point and click game where you traveled between the memories of different people by interacting with key items that featured in each memory, or related symbolically to each memory, with the correct action. I liked this style very much and think sometimes that I’d want to adopt its approach. It would work even for fiction.

I can’t link to the games mentioned above right now, but will add links later. Are there any other structures I’m missing? Which are the best for which purposes? If you had to make a game about your childhood, for example, how would you prefer to go about organizing and presenting your memories? And assuming the technical aspect was no concern, and you were a professional at all IF languages, which format would you prefer to use?

Edit: Personally, I’d go with some kind of hyperlinked diary, but perhaps it would feel too much like lecturing the player, and it’s hard for me to stomach writing that much in first person for anything that would be based on my own life. So an interactive series of vignettes à la Sting may work out better.

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One thing to consider - if it’s based on a real memory do you want it to be interactive where the player can change things? Are there different endings to the memories possible? That’s why I kind of assume any “autobiographical” or memory-exploration is either exploratory/museum/walking simulator or low-agency. Such as What Remains of Edith Finch feels very real and is likely based on potentially multiple real experiences but takes flights of fantasy and magical reality within those memories.

Most fiction has some truth in it, and there’s no problem making a fictional story based on a real one.

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This is a good question. The type of game/story I’m thinking about, while interactive, doesn’t have multiple endings. Sting, though it’s one of the most interactive games out of the ones I listed above, is a series of vignettes where each vignette has only one possible ending you need to get to progress.

But I feel the example of Sting shows you can have interactivity even within an ultimately linear story.

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One possibility in a more choice-based setting is to have a story with mostly fixed events, but multiple opportunities to reflect differently on the events in a sort of “internal dialogue” mode of interaction. YMMV on whether this feels like “false interactivity” or not.

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That could also work. I’ve thought about conversational frame structures before, where the game or narrative is framed as a conversation between the player and a game character speaking directly to the player. In the case of a nonfiction autobiographical game the “game character” would directly be the author. Perhaps the player could select various options and the author’s responses and moods would shift based on what is said. A simulation of a real-life conversation with the author about what happened, except that all the paths are prewritten.

You could also go a Disco Elysium route, where the character the player is “conversing” with has many various ideologies, personalities, or ways of viewing the world bouncing around their head, and through the player’s choices they can strengthen some voices and weaken others, or play the role of a particular voice. Though this is flipping it a bit from the original DE, where the voices are uncontrollable and you only control the character they influence.

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Hey, cool thread! I wound up getting really interested by these questions when I was writing Sting, so it’s exciting to see other folks digging into them from a different angle. It seems like you’ve got your head pretty well wrapped around my approach in that game, so I don’t have much to add there - except to note that one vignette does have alternate endings, since it’s possible albeit very hard to win the sailing race. Of course that doesn’t have any structural impact on the rest of the game, since as with all the other bits of player agency it’s just a reflection of the fuzziness of my memory.

More substantively, another approach to nonfiction - or at least quasi-fictional - games is the alternative history one Autumn Chen uses in her Social Democracy games, where rigorously factual starting conditions and events combine into a simulation that can extrapolate circumstances into a variety of different directions. I suppose you could say the games aren’t actually nonfictional because so many unreal things happen, but the rules are tuned such that at least on your first playthroughs, you’ll lose and by losing gain a deeper appreciation of why the Nazis/Bolsheviks won in real life. Could you take a similar approach to memoir, gaining understanding of what actually happened in a life by exploring things that didn’t? I’m not sure, but it’s an interesting idea!

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This is actually fascinating and I love the idea. Sort of reminds me of the book the midnight library (haven’t read it but was told about the plot), but taking it as an approach to memoir sounds great.

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Completely forgot about that, haha, maybe because I didn’t win myself. Thanks for popping in. Really enjoyed your game, for what it’s worth.

A simulation wouldn’t work for my purposes, but it’s still an intriguing concept. For simulating a life, the closest thing I can think of is Alter Ego. Social Democracy has a much bigger emphasis on stats, numbers and the simulation aspect, but it’s also about a large-scale system and not a single life.

This isn’t at all like how Social Democracy does it, but I’ve wondered about the possibility of “ghost options”. Branches that split off from the main story but are explicitly not what actually happened. It would work best for briefly exploring hypothetical routes before popping back to the main storyline branch. It would be easier done in a game based on nonfiction, where there is one true course of events, but you could theoretically structure a real story around it too.

Funny thing, I’ve also heard of this book but haven’t read it. The plot summary reminds me of Everything Everywhere All At Once, which I’ve also heard of but haven’t watched. The branching alternate lives thing is a format good for exploration. The Warren does it to some extent, and it’s the first IF game like this that popped into mind, but I’m sure there are others.

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another funny thing, I’m actually thinking of implementing a certain RC HS I know well for my strictly personal messing, experimenting & enjoying (never to be released: the priests running it was really eccentric, to the point that one can mistake it for an anticlerical work… :smiley: )

Best regards from Italy,
dott. Piergiorgio

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