417.12 Immersive Hybrid Gaming: Enhancing Experiences through Narrative Innovation
- Seth Callaghan
- Aug 25, 2024
- 9 min read
This exegesis is presented in partial fulfilment of the requirements for the degree of Graduate Certificate, Graduate Diploma, and/or Master of Creative Industries
SAE Creative Media Institute,
August 2024
Introduction
In the dynamic sphere of digital media and creative methodologies, understanding the relationship between technology and artistic expression in gaming is essential. Over the past decade, I have witnessed a shift from traditional “pen and paper” tabletop roleplaying games (TTRPG) to the integration of digital tools, from mobile dice rollers to fully virtual tabletop experiences - technologies that work alongside the game book, with mechanics that are manually calculated. Additionally, the rapid advancements in VR and AR have revolutionized player immersion in video games. My research aims to harness these digital innovations to create a platform that enhances traditional roleplaying, addressing its limitations while maintaining its depth, rather than alongside the traditional media, integral to the new platform.
Specific Focus
While there are dozens of narrative conventions employed in roleplaying (both TTRPG and video gaming), outlined in my article “Question Everything” (Callaghan, 2024), the research in this exegesis focuses on just two, a “tabula rasa” opening and branching narratives formed through open-world nodes, and “web” style branching narrative. By experimenting with these narrative conventions within hybrid tabletop gaming, I utilize blended media to offer players and game masters (GMs) to create a single cohesive experience that increases immersion and engagement. By integrating digital platforms with traditional gameplay, I aim to explore how narrative techniques can be adapted to deepen player involvement and interaction.
Research Question
The key question guiding this study is:
"How can I experiment with narrative conventions to enhance experiential immersion and player engagement in hybrid tabletop gaming?"
Researcher Context
As both practitioner and researcher, I combine industry experience with academic inquiry, using action research to blend theory and practice. My work contributes to Creative Practice Research, Game Studies, and Narrative Design, offering insights into the evolving world of immersive gaming experiences.
Literature Review
Action research is a participatory and iterative approach to research that combines action (practical intervention) with research (systematic inquiry) to address problems and improve practices. It changes people’s patterns of ‘saying’, ‘doing,’ and ‘relating’ to form new patterns. It involves a cycle of planning, acting, observing, and reflecting, aiming to understand a situation and bring about change. (Kemmis 2009)
In the context of TTRPG development, action research can be particularly valuable for refining game mechanics, enhancing player engagement, and evolving collaborative storytelling methods. By applying this cyclical approach, game designers, GMs, and players can collaboratively experiment with new ideas, observe their effects in real-time, and iteratively develop the game to better meet the players' needs and desires.
“It is inevitable that digital games that appeal to such a wide audience are reflected in education” (Bal, 2019). This was the summary of Use of Digital Games in Writing Education: An Action Research on Gamification, which found that hybrid lesson delivery, with gamification (conducted as action research), increased engagement and enhanced classroom management. It concluded that digital games can be used as a tool in education to increase student motivation and improve writing abilities.
If we put players in the role of “students”, and collaborative storytelling in place of “writing”, it is my hope that these findings will be relevant not only to education but also to TTRPG. This is also a great example of successful hybrid delivery.
Narrative is a tool for passing down culture, understanding, and community-building. RPG Mythos: Narrative Gaming as Modern Mythmaking (Cragoe, 2016) examines the shift from traditional storytelling to live role-playing games. This tradition continues, allowing players to engage in collaborative narratives reflecting heritage and contemporary themes. I aim to relate this essay to speculative fiction and retain the same experiential nature.
An Essay Concerning Human Understanding (Locke, 1690) is a foundational work in the history of philosophy. In the essay, Locke argues against the notion of innate ideas. Instead, he introduces the concept of the mind as a "tabula rasa" or blank slate, suggesting that all knowledge comes from experience.
It is my hope that incorporating this philosophy into the creation of new characters will allow a more immersive player experience, enabling the player to enter the game without preconceptions. Ideally, this will mirror the player's knowledge with the knowledge of the character, with all in-game knowledge stemming from experience and reflection within the game.
Gaps Addressed and Contribution to Knowledge
Much of the current action research literature focuses on gaming as a tool for education, which has advanced the field significantly. However, my research diverges from this focus, aiming to explore a less examined aspect of gaming. By moving away from the established emphasis on education, this study seeks to fill a gap in the literature and contribute new insights into action research in game development.
Similar Creative Works
Several video games have utilized a “tabula rasa” start in different ways, often allowing the player to shape the character's background through a character creator or character sheet.
The Elder Scrolls V: Skyrim—The player start as prisoners with amnesia and no defined background; they shape the character's identity through a console.
Fallout: New Vegas – The player starts as a courier with amnesia; the character's history and allegiances are shaped by player choices during leveling.
The Outer Worlds: The player begins as a colonist with no knowledge of the current world; the player shapes a character through decisions.
In most cases, video game RPGs that employ tabula rasa openings are single-player RPGs in which the player acts as a special “chosen” protagonist.
Similar works in TTRPG:
The Strange - Characters translate into different realities; abilities and history defined during play.
Amnesia: The Dark Descent—The Protagonist wakes up with no memory, and the story and character backstory unfold through exploration.
The Legend of Zelda: Breath of the Wild - Link starts with no memory; the player learns about his past through exploration.
This approach is also employed in other media, including The Bourne Identity, Memento, Dollhouse, Westworld, The Maze Runner, and Neuromancer.
Methodology
This micro-research project employed a Creative Practice Research methodology in which knowledge was produced "in and through the acts of creating and performing" (Bergdorff, 2010, p. 46). The work itself constitutes a kind of knowledge, and reflective practice is used to reveal tacit knowledge involved in its creation.
Leavy notes that arts-based research practices are a "set of methodological tools" rather than a prescription and that those tools include "data generation, analysis, interpretation, and representation" (Leavy, 2015, p. 4). Experimentation in creative practice can drive innovation and reveal tacit knowledge about the practice itself (Borgdorff, 2006, p. 16). In my project, I experiment with narrative conventions to increase experiential immersion in hybrid TTRPG.
I have also employed action research as a data collection tool to make modifications on the fly. I collected data qualitatively via user feedback, with A/B testing for modal delivery of different story points. This was done during a short TTRPG session with my players using prototypes and mock-ups.
I employed Reflective Practice (Schön, 1983) to examine "the relational self-embedded in time and place" (Griffiths, 2010, p. 167). By doing so, I aim to reveal the implicit knowledge in my creative practice and the ideas that have emerged throughout the process and adapt my approach as I encounter unique or complex problems in real-time.
This micro-research project employs a Creative Practice Research methodology in which knowledge is produced “in and through the acts of creating and performing” (Bergdorff, 2010, p. 46). The work itself constitutes a kind of knowledge, and reflective practice is used to reveal tacit knowledge involved in its creation.
The Creative Works
Game Opening
This 3-minute-long video is a prototype/mock-up of how a “tabula rasa” opening might look like, thrusting the player into the world when they are awoken from cryosleep, Introducing “Echoes” and AR overlays, at the same time as a brief historical run down with words and images, rather than a written timeline.
Game Format
This is discussed at length in my Transmedia Game Design Bible Draft. Example scripts, diagrams, mock ups and and an overview can be found below.
Discussion and Conclusions
The exegesis explored the seamless integration of digital tools into traditional tabletop role-playing games (TTRPGs) to enhance player immersion and engagement.
Let’s examine the research question "How can I experiment with narrative conventions to enhance experiential immersion and player engagement in hybrid tabletop gaming?"
I recognize that this exegesis explores only two avenues of narrative experimentation—a "tabula rasa" opening and branching narratives—but these elements could be crucial for enhancing immersion. Further avenues are outlined here - Question Everything.
Action research enabled rapid iteration based on participant feedback, allowing me to assess and adjust what was or was not working within a single playthrough, rather than across multiple sessions.
From a Creative Practice research standpoint, I was able to use this real-time feedback to refine the narrative approach, tailoring the gameplay experience to better suit individual player needs and enhancing overall immersion. This iterative process not only improved the immediate gameplay but also provided valuable insights into how narrative flexibility and personalized storytelling can significantly impact player engagement in hybrid tabletop gaming. One idea for further experimentation that comes to mind is providing “premade” characters, or different levels of “amnesia”.
Challenges: I faced challenges integrating digital tools with traditional tabletop mechanics while maintaining the core experience and smooth storytelling. Using a "tabula rasa" character creation overall enhanced player immersion, but it was a lot harder to “run.” My approach evolved significantly based on player feedback, leading to a more engaging narrative structure aligned with hybrid TTRPG goals.
Key Findings: The study demonstrated the potential of digital innovations to address the limitations of traditional TTRPGs, offering new insights into the use of narrative techniques to deepen player involvement. The "tabula rasa" opening proved especially effective in creating immersive experiences for some players, though others preferred connecting with pre-established characters.
Some qualitative examples of feedback are below:“Graphics, story, animation, and the butterfly guide were cool - effective, and engaging. (Even though the themes are scary). The blank slate allows me to make my own character through play.”“I like characters that build their skills as you go” “Kind of exciting that you get to explore, rather than a role being forced upon you”“When the character is predefined, it's less flexible, and you might not identify with the character if you don’t have control over its development”“Felt more involved in the story, and the making of it, as a collaborative experience”“I felt greater agency over my character, as I am in control of their actions, rather than being forced through a narrative.”
One player, in response to “Did beginning with no preconceptions or past memories make you more emotionally invested in your character as the game progressed?” replied: “Not initially because I had no investment in a character. I can’t identify with them if I don’t know who they are.”
Personal Learning:By addressing individual differences in the way players interact, I learned the importance of flexibility and responsiveness in creative practice. Action research allowed real-time adaptation, underscoring the value of ongoing reflection and the potential of blending traditional and digital elements for immersive gaming.
This journey—from identifying a research question to implementing and refining strategies based on player feedback—ultimately led to conclusions that validate the effectiveness of these techniques and highlight their potential for broader application in game design. However, it does bring a spotlight to defining different player archetypes and addressing their needs, which could be a future question to address.
Reflection on Impact:This research enhances Creative Practice Research, Game Studies, and Narrative Design by examining the integration of digital platforms in TTRPGs. It offers a new perspective on narrative conventions beyond gamification in education. The findings provide practical insights for developing hybrid gaming experiences that blend traditional and digital elements, with the potential to influence future studies and creative projects in immersive gaming.
References
Alfieri, L. (2021, December 20). The past, present & future of interactive narrative storytelling: multi-branching narratives. Blooloop; Blooloop. https://blooloop.com/theme-park/opinion/multi-branching-narrative/
Bal, M. (2019). Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology, 10(3), 246–271. https://doi.org/10.30935/cet.590005
Bergdorff, H. (2010). The production of knowledge in artistic research. In M. Biggs, & H. Karlsson, (Eds.). The Routledge companion to research in the arts. Taylor & Francis Group.
Callaghan, S. (2024, July 26). 417.9 - Question everything. Sethcallaghan. https://www.sethcallaghan.com.au/post/417-9-question-everything
Cragoe, N. G. (2016). RPG Mythos: Narrative Gaming as Modern Mythmaking - Nicholas G. Cragoe, 2016. Games and Culture. https://journals.sagepub.com/doi/abs/10.1177/1555412015574195
Griffiths, M. (2010). Research and the self. In M. Biggs, & H. Karlsson, (Eds.). The Routledge companion to research in the arts. Taylor & Francis Group.
Kemmis, S. (2009). Action research as a practice‐based practice. Educational Action Research, 17(3), 463–474. https://doi.org/10.1080/09650790903093284
Leavy, P. (2015). Method meets art, second edition: Arts-based research practice. Guilford Publications.
Locke, J. (1690). An essay concerning human understanding
OpenAI. (2024). ChatGPT (Version 4) [Large language model]. https://openai.com
OpenAI. (2024). DALL-E 2. https://openai.com/product/dall-e-2
Schön D. A. (1983). The reflective practitioner: How professionals think in action. Basic Books.
Zagal, J. P., & Deterding, S. (Eds.). (2018). Role-Playing Game Studies: A Transmedia Approach. Routledge.




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