oopsie yeah I meant narrative instead of narration in the first paragraph.
mhh.. I'm not so sure whether I got my point across.
anyway: story in games is a weird thing but i think most of the games that do it best (portal, metroid prime, half-life 2, the last of us, gone home, telltale's wolf among us/walking dead, etc) do it in such a way that the gameplay and the story are, if not IDENTICAL things, closely enough related that they complement each other. narrative in games shouldn't just be the things that happen around you playing it
Story in the traditional sense, a verbal story, is a structurally different thing from gameplay. Those two are never identical.
That kind of story or narrative is what I referred to in the beginning of my other post. This type of narrative happens when people connect different events by usage of words.
However, I think that games (even though they can have embedded traditional narrative within textboxes for example) have their own kind of narrative strucutre and principles. And ideally, the game's narrative matches the verbal narrative perfectly (but that's not what I'm interested in right now).
In language, you can define the distinct events in between which the story is happening. But I have troubles using this definition within game logics.
in the end, especially pertaining to games without explicitly described/emphasized narratives, the narrative is whatever the player experiences
yup, I even think that this is the case for every game. The player always experiences a narrative. And in some games (usually RPGs for example) you would additionally have a verbal narrative that takes place in textboxes or spoken dialogue or stuff like that.
I think that it should be possible to break up the "player experience narrative" or however you'd call it into "events" and "inbetweens" just like it's possible to break up a verbal narrative into these categories.
I'm interested to find out whether you could break a game in most small units of meaning with this strategy. Like, what sequences are the ones which define the game.
Similar to how a sequence would be the most small possible unit of meaning within a piece of music.
I guess I could simply ask my question this way: What is to a game what a sequence is to a piece of music?