[><] Narrative Fracturing
Storytelling through discontinuity. Instead of linear narrative, meaning is distributed in fragments across space, character, and environment. These fragments invite interpretation, reflection, and reveal multiple perspectives depending on player interaction and sequence of discovery.
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Effect on the Mind:
Splits emotional allegiance. Triggers suspicion, empathy, doubt, or cognitive dissonance. It engages critical thinking, forcing the player to hold contradictory truths.
In Practice:
This is when a note says one thing and a body says another. Or when a place evokes pride and shame simultaneously. The brain is left parsing moral, historical, or interpretive conflict.
Visual Notes:
A central X-cross or forked path housed in brackets.
Arrows pulling in opposing interpretations.
Use dotted lines for “implied” truth, bold lines for conflicting facts.
Label paths with contradictions: e.g., “He saved them” vs “He betrayed them”.
Narrative Use:
Notes or world elements give contradictory accounts.
Truth is reconstructed by the player, not delivered.
Cult Of Sacrifice example implementation:
A temple door is unusable at first encounter, unless the player engages a challenge within first. If the player bypasses the challenge, they have multiple ways of getting around the soft lock. Once the player moves past the lock, there are narrative fragments that alter the perception of the block from the outside.
Several times in the game world, I have used geography and pacing to build narratives that end up being "corrected" by later information. This has an effect on the player to withhold judgement at what they read and sets them up to move more carefully. It potentially changes the approach playstyle dramatically with little effor
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