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March 13, 2026English Language Notes0 citationsOpen Access

You Say “Games,” I Hear “Board Games”

MSMaurice W. Suckling

Key Points

  • The research aims to explore the narrative elements shared between video games and board games, highlighting their design implications.
  • Analyzed articles on Dota 2 tournament gestures, Shakespeare adaptations in Fallout, and the history of video game narratives.
  • Discussed the relationship and overlaps between game studies and literary studies.
  • Examined the design aspects of historical board games, focusing on player choices and constraints.
  • Identified a need for differentiation in narrative understanding within game studies versus literary studies.
  • Found common narrative elements in both board and video games, like character and plot structure.
  • Noted that player engagement relies on a balance between choice and constraints, impacting game design.

Abstract

Can't Hear You: Gestures, Ster- eotypes, and Brushings Against the Player in Dota 2" focuses on a 2019 Dota 2 tournament to discuss gestures in esports.1 Emily Louisa Smith's "Fallout of Shakespeare: Playing and Video Game Theater," also published in 2024, is concerned with performances and adaptations of Shakespeare within the game world of Fallout.2Eric Hayot's 2021 "Video Games and the Novel" explores the hermeneutics of games stories, some of their cultural history within games studies, and ways in which player choice might bend stories toward player-pleasing happy endings, and then outlines examples of games that disrupted this curve.3Three distinct areas of focus hint at the vastness of what now falls within game studies and how far it has come as a field since the late 1990s.There is some direct reference to this history in Hayot's article, which discusses the field's initial need to differentiate its understanding of narrative away from literary studies to make the case for its uniqueness, but in the process perhaps overzealously dismissing the not inconsiderable overlap in narratological concerns.Yes, game stories are different, but as stories there are some foundational elements shared with literary studies (and for that matter cinema and screen culture) that have direct bearing on the craft and reception of games stories.Stories in all mediums usually trade in characters, motivations, reversals, revelations, plot structure, theme, pacing, and so on.However, from my perspective, as a games scholar-practitioner now mostly concerned with the area of board games, these articles have a particular focalizing resonance.They all, in their different ways, speak to recent developments or ongoing discussions within board-game design.Hayot's article discusses the tension between choice and constraint inherent in narrative, which speaks to the design concern within historical board games to simulate choices for historical actors that permit sufficient choice to engage players, while also applying sufficient constraints to both make games playable and reflect the constraints these historical actors endured.The article also discusses how the need for players to be able to win engenders a "predilection for happy endings" and "diegetic omnipotence," limiting video-game stories in their capacity for "tragedy, en gl ish lan g u a ge n o t es

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Cite This Study

Maurice W. Suckling (2025) studied this question.

synapsesocial.com/papers/69b3ab0002a1e69014ccbb7fhttps://doi.org/10.1215/00138282-11907603
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1The Video Game Is a Gag2025
  2. 2The Fallout of Shakespeare: Playing and Video Game Theater2024
  3. 3Let us play something else: Thoughts on ‘games are different’ and game scholarship in the Trump era2024 · 1 citations
  4. 4Guest editorial: Advancing critical gaming literacies in language arts and literacy education2026
  5. 5‘This is the fate I choose’: <i>Elsinore</i> and thoughtful choice in Shakespeare games2024