We were initially thrown off by the lack of clearly defined paths or option with which to start the game. However, we naturally started creating our own narrative in the starting vacuum. Our characters were drug dealers/manufacturers, or at least directly related to the business and we all worked at the Apple Valley Supermarket in Tales from Suburbia playset. Being involved with drug dealing, we knew that we would have to make it big at some point in our then incomplete narrative. The need to get rich by robbing our boss ultimately guided the narrative of story. After making a substantial amount of money, we decided that we no longer needed to work for our crappy boss for near minimum wage at the supermarket. As a result, we hatched a plan to survey the store, find out when it was least busy, and then rob the store as we quit. As we crafted and executed our story, I observed how naturally our action narrative followed the exposition-rising action-climax-denouement pattern of Freytag’s pyramid. Our narrative started with three people with no future, followed by a break out where they ran into money and subsequently planned to rob their employer and flee, followed by the climax of the robbery, which concluded with everyone getting shot or going to jail or both. Freytag’s pyramid is clearly demonstrated with the Tilt and Aftermath playing perfectly into the Freytag’s structure. Speaking of, the Aftermath resulted in everything that could go with the robbery went wrong. The Aftermath was a fast-paced shootout and attempted escape that resulted in the robbery being a total flop, which served as an explosive to end to our story, which we found to be quite fitting.
My initial thoughts were that I would not be creative or experienced enough to simply craft a story from scratch. After getting started, however, the process of laying out the narrative came easy as one action implied a limited set of future possibilities, and the narrative quickly began to guide itself on its own, which quickly made the game look significantly less daunting than I had initially perceived it to be. As the narrative created itself, Fiasco began to feel more like an open world video game like GTA V as both had clear and limited options. In the same way that GTA V is open world yet implies that the player do certain things and behave in certain ways, the creation of a narrative in Fiasco ultimately leads to the same result as the previous action in the narrative implies a related action in the next scene.
Having not participated in too many creative writing opportunities in the past, I learned that being creative and creative writing don’t have to be daunting tasks in which every detail has to be meticulously thought out. Rather, simply providing a starting point will allow the piece to write itself. I think the casual game format allowed me organically create a narrative like I had not yet experienced in writing. I do look forward to experimenting in writing with a more organic creative process rather than forcing structure and detail where I deem appropriate.