Skip to content
Book Open access

Transdiegetic Sound in Narrative-Driven Strategy Games

Aug 2026 · International Conference on Foundations of Digital Games · pp. 1-11 · 0 citations · 14 references
Computer Science

TL;DR

This paper examines the use of transdiegetic sound as form of feedback by analyzing 11 commercial narrative-focused strategy game titles, and maps how such audio cues are designed for both narrative and gameplay functions, the specifics of how they traverse the diegetic boundaries, and discuss how these designs may shape player experience.

Abstract

Game sound, as a feedback mechanism, functions along a diegetic continuum that bridges the boundary between player, game systems, and narrative. In narrative-driven strategy games, this continuum becomes especially important, as audio must communicate diegetically relevant information about story and character, while also supporting complex decision making. This raises key questions about how transdiegetic sound relates to design, narrative, and player experience for this genre. Specifically, how transdiegetic sound is incorporated into feedback systems in narrative-driven strategy games, and what kind of information they are used to communicate. In this paper, we examine the use of transdiegetic sound as form of feedback by analyzing 11 commercial narrative-focused strategy game titles. We map how such audio cues are designed for both narrative and gameplay functions, the specifics of how they traverse the diegetic boundaries, and discuss how these designs may shape player experience. Building on related work on transdiegetic sound in games, this study documents recurring design patterns and cues, and explores their communicative role within the context of narrative-driven strategy games.

Read PDF

Similar papers

Open access 2026

Understanding Player Choice in Digital Games: Qualitative Study Using Thematic Analysis

Player choice is a fundamental aspect of digital games, shaping how players interact with virtual worlds and narratives. In many games, player choices are reflected through mechanics such as morality systems, which record decisions as virtuous or harmful and shape how characters and the game world react. For game desig...

Faris Haziq Sarif, A. Jupit, Jacey-Lynn Minoi et al. · 0 citations
Open access Sep 2026

IT Tools for Player-Driven Narrative in Open-World

In open-world games, classical tools of dramatic analysis – the three-act structure, Freytag's pyramid, the hero's journey – fail to describe the actual gameplay experience: players gain freedom to choose the traversal order of modular content, making authorial control over pacing impossible. This paper introduces the...

V. Kugurakova, Maria Valerievna Kochakova, Vladislav Valerievich Lipatov · 0 citations
Sep 2026

The role of pathetic fallacy in video games and storytelling

This study applies Pager-McClymont’s ( 2021 , 2022 , 2023a , 2023b ) model of pathetic fallacy (PF) to video games, using a multimodal approach to examine how emotional and environmental elements enhance narrative depth and player immersion. Focusing on Heavy Rain , a narrative-driven game where player...

Kimberley Pager-McClymont · 0 citations
Open access Sep 2026

Modular Multiplayer: Segmenting Gameplay into Autonomous Modules to Enable Catered Multiplayer Experiences

Groups who play digital games together often have mixed motivations and preferences. Still, personalization in these experiences is typically limited to minor gameplay choices, such as character abilities or equipment, built on top of a common mechanical base and aesthetic. In this work, we explore a modular game desig...

David Gonçalves, J. Godinho, Pedro Trindade et al. · 0 citations
Conference Open access Sep 2026

Learning Through Dissonance: Modeling Cognitive Conflict in Narrative-Driven Educational Games

In many serious games, psychological concepts function as narrative backdrop rather than as structures players can actively engage with. Cognitive dissonance is a clear example: players may sense the tension between belief and action, yet the dynamics through which that tension forms and resolves remain implicit in the...

Jing-Yu Wang, Hazra Imran · 0 citations
Open access Sep 2026

The Player’s Multimodal Encounter: Character Image Construction and Narrative Formation in Arknights

Digital games increasingly ask players to recognize a character before that character has been fully explained by plot. A mobile role-playing game such as Arknights does not build characterization through verbal lore alone; it coordinates costume, posture, gaze, color, interface position, voice lines and background wri...

Ming-Yu Deng · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.