Preface
For much of my game designing career, most of my games have been designed “bottom-up,” which essentially boils down to “gameplay first, aesthetics later.” I first ideate particular mechanics that I find fun and exciting in a vacuum (existing only as abstract objects and rules). Then, once I tune the gameplay to my liking and identify the emotions and themes that emerge from the gameplay based on playtests, I add a coat of art, narrative, and other aesthetics that fit to support what already exists mechanically.
It’s rare that I ever start a project “top-down,” or know exactly what themes, narrative, messages, or emotions I want to emerge within the player. It’s uncharted territory for me to start with a mold of wanting to make a game that makes the user “feel like X,” or “understand what it’s like to be Y,” or “is themed around the stories of Z,” and then building mechanics based on this.
As we studied different theorists and observed different projects throughout the semester, I found myself particularly drawn to the narrative intentionality of these projects. Whether it’s “Depression Quest” with its systemic expression of living with depression, or Pippin Barr’s minimalist experiences that convey meaning through constraints, much of what we’ve viewed had a very clear abstract intent that drives the rest of the design and expresses it through the player’s engagement.
Project
Drawing inspiration from these works and theorists like Bogost’s concept of procedural rhetoric and Murray’s ideas about kaleidoscopic storytelling, I aim to take a novel I have a deep appreciation for – “Kafka on the Shore” by Haruki Murakami – and create a gaming experience that expresses its themes and aesthetics through mechanics rather than just narrative adaptation.
The key thing I’m attempting to avoid with this project is simply converting the narrative into a linear, interactable format. The focus here is not to retell the narrative but to create a gaming experience that expresses the same themes and aesthetics as the story. I hope that a player who has never read the novel may play the game and, when asked what themes and emotions were involved in its gameplay, will match much of what’s present in the novel. Meanwhile, a player familiar with the book will come out of it thinking, “Wow I really felt like I was playing as the character from the story!”
Current Ideas
What precisely this project looks like will be iterative as I work on it throughout the month. I’m still unsure if it will be best to approach this as a digital experience or potentially as a board game, so I’m hesitant to make any hard commitments until I figure more out. However, the central concept I’m playing with is the strong theme of Fate & Prophecy in the novel. The key characters of note with this theme are Kafka Tamura, Nakata Satoru, and Colonel Sanders, with three players currently planned to take on these roles.
- Kafka is a young man running away from home to escape an oedipal curse given by his father, that his fate is to “kill his father and bed his mother and sister.” In gameplay, my idea is that this player would be the “Runner of Fate,” they would be made aware of their lost condition (their “Fate”) and must do everything they can to ensure this condition does not happen. The game would likely be turn-based, and if the player manages to avoid their fate for a certain number of turns, they win.
- Nakata Satoru is an elderly man who, despite his simple mind, possesses supernatural abilities like talking to cats or creating a storm of raining fish. He unconsciously follows a path that makes him an unwitting agent of fate, ultimately fulfilling Kafka’s destiny without knowing it. In the context of gameplay, this player would be the “Agent of Fate,” and they would be utterly unaware of Kafka’s fate, but they would have unique abilities to try and make it occur. This player would rely on the Colonel for direction on their actions. This player wins by activating Kafka’s loss condition.
- Colonel Sanders is a mysterious being who appears as the KFC mascot. He is present to provide Nakata with vague directions on what he must do, never elaborating or explaining why it needs to be done, but acting as an aid to ensure Nakata performs them. In gameplay, this player would be “Fate,” they would be omnipotent in Kafka’s loss condition and would exist to aid Nakata by providing cryptic hints on what he needs to do. However, this player would be unable to act directly or change the game state, only capable of enacting their will by guiding Nakata to perform specific actions. This player wins when Nakata wins.
Of course, these ideas are high-level and subject to change, and I’d like to incorporate many other key symbols and parts of the novel (Turning of the entrance stone to change the game state, Kafka taking over Nakata’s body, etc.) I’d need to fill in a lot of stuff, but I hope this demonstrates the type of narrative conversion I’m going for.
Deliverables:
- All materials needed to play the game, including an instructional video/booklet for players to learn
- A Game Design Document explaining the game’s mechanics in detail. Encompasses the vision for the project, reasons for certain gameplay decisions, and mechanical relations to the chosen novel.
- Documentation of playtests run with others and their consequences on the game’s design. This will describe
- The current state of the game’s ruleset
- Questions and problems I beg to answer with the playtest
- Detailed notes on what I observe as playtesters engage with the game. What do they enjoy? What are they frustrated with? What is vague?
- A list of changes I make to the game based on the test
- A post-mortem analysis at the end of the project. What went well? What didn’t? What did I learn from this experiment, and what could I do better in future projects?

