Can Uygurcetin
Emergent Storytelling in Roguelike Games: From Digital Systems to Physical Play.
Rel. Andrea Di Salvo. Politecnico di Torino, Corso di laurea in Design E Comunicazione, 2025
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Abstract
This thesis explores how emergent storytelling works in roguelike and roguelite games and how their core narrative ideas can move from digital systems to physical tabletop play. It begins with the history and evolution of the roguelike genre, focusing on procedural generation, permadeath, repetition and systemic design as narrative tools rather than simple mechanical features. Drawing from academic work on game narrative and systems thinking, the thesis argues that roguelikes create meaning through the interaction of rules, randomness and player interpretation. The second part examines what happens when these processes leave the computer and enter a physical medium. Tabletop games cannot automate calculations or world updates.
Instead, players handle variation, state changes and negotiation themselves
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