
In a recent post about storylet-based narrative design, I briefly suggested that even games like Lily’s Garden could be understood as a case of storylet-based design: there’s just a level of casual gameplay between elements of story.
A very simple implementation looks like this, interspersing every level with a little bit of story wrapper. This has been a standard method from the days of Diner Dash on:
Gating story with casual game levels
Lily’s Garden does something actually a little different, which is to let you gather “stars” by playing levels and then spend them to open more storylets. The “source” in the image below is the casual gameplay. Often, there are two or three storylets available at a time, which means you can choose which of them to play next, but you do have to finish all of the storylets assigned to a given day before moving on.
This is an effective design choice for mobile free-to-play, for several reasons.
Continue reading “Casual Games and Storylets: Or, How to Make Game Mechanics Express Choice”

