Naismith, James, 505–506
narrative(s)
in the A.I. Game, 576
backstories, 379–380
example, 405
basic concept, 378
conflict, 387–388 (see also conflict)
construction, 403–404
and core mechanic, 388–389
definitions, 380–381
Drome Racing Challenge, 405–407, 409
embedded, 383–385, 402, 406–408, 418
in Seasons of Darkness, 579–580
emergent, 383–385, 402, 418, 579–580
by email, 576
exercise, 20–21
fictive worlds, 401–403
example, 405–407
meta-narratives, 580
simulation as, 457 (see also simulation)
story events, 402–403
tensions, 379–380
Thunderstorm example, 381–382
Narrative Analysis (exercise), 20–21
narrative descriptors, 399–401, 404, 419
in Drome Racing Challenge, 409
narrative play
about play of game, 411–413
LOOP example, 391–393
structures for, 382–385
in digital games, 392–398
leading through, 406–408
narrative systems, 404–411, 419
Naughty Dog Entertainment, 222
NBA Courtside, 413–414
negative feedback, 215, 224–227
in Basketball, 218–219
in Chutes and Ladders, 223–224
in digital games, 219–221
negative reinforcement, 348–350
negotiation, 529–531
Nelson, George, 40
NeoPets, 354
NetRunner, 293
networked communication, 89
See also messenger communication network
New Depictions (exercise), 19
New Games Movement
and cooperation, 256–258
core principles, 528
and counterculture, 529
and cultural meaning, 510
games, 528–529
and rules, 285
Nietzsche mech, 292
Night Driver, 394
Nintendo Game, 144–145
Nwokah, 533