Emergent Narrative Games
Inspired by Terrence Lee's article about breaking down how games can tell good stories, linked to in Patrick's 100th Worth Reading, let's make a list of emergent narrative games!
It's an interesting read, especially if you're an aspiring game developer, but I'll include his definition of explicit stories and player stories:
First of all, there are two kinds of narratives in games: the first is the traditional kind, the kind we think of when we talk about plot, characters, and dialogue; and the second kind is the narrative of the player’s personal experience.
The first kind is what I call the explicit story. It’s what games are about. This game is about fighting off zombies. This game is about exploring the world and saving the princess. This game is about saving the world from aliens. It’s the aesthetic context of the game, explicitly stated by visuals, sounds, and words. Not all games have this kind of narrative, but it’s in most. RPGs, adventure games, and action games usually put a lot of emphasis on the explicit story. Other games eschew it completely, like many puzzle games and most traditional card games. Even a game like chess has a tiny amount of it: the game is loosely styled as a medieval war game.
The second kind of narrative is what I call the player story. It’s the player’s personal experience. As they play through the game, a lot of things happen in the player’s mind: they experience a variety of emotions, they develop perceptions and interpretations of characters and events, and they form relationships between their own actions and the on-screen results. These things all work together to create a different kind of narrative experience, one with its own pacing, characters, plot, and dialogue, separate from the explicit story.
Lee goes on to explain why it's important to unify both:
Many games have both kinds, both an explicit story and the player’s story. However, a good player story should always be the end goal, while the role of an explicit story should be to support the development of a good player story. A game with an amazing explicit story and a horrible player story is like the book we made earlier that had a great plot but a horrible delivery of it; it’s the movie we made with the bad narrator and boring visuals. You can’t just design both stories separately: as we saw earlier, fun gameplay that is segregated from the explicit story makes for dissonance, meaning you’ll end up with a disjointed and bad player story.
Instead of having scripted game stories, he argues that:
...we let the explicit story describe the player story. We let the plot, climax, and characters all emerge from what the player experiences. In short, the story describes what the player did, instead of what the player needs to do.

