This page gathers a developing framework for analyzing how game systems create meaning in fiction, especially LitRPG, progression fantasy, system apocalypse fiction, and other game-influenced narrative forms.
The project begins with the semiotics of individual game systems: progression, stats, classes, maps, visibility, inventory, crafting, failure, time, randomness, and choice. It then moves toward a broader model of ludonarrative architecture: how those systems become load-bearing structures for plot, character, social order, worldbuilding, and civilization.
This framework has been developing in my notes for several months. My long-term hope is to shape it into an independent research roadmap for analyzing game systems, narrative structure, and meaning-making in LitRPG and related fiction.
For now, this page is a working map. Linked titles lead to published blog essays. Plain-text titles mark planned pieces still in development. Essays will be added as time allows.
Series I: Toward a Semiotics of Game Systems
- The Semiotics of Progression Systems
- The Semiotics of Character Identity
- The Semiotics of Space and Maps
- The Semiotics of Visibility
- The Semiotics of Inventory
- The Semiotics of Crafting
- The Semiotics of Failure
- The Semiotics of Time
- The Semiotics of Randomness
- The Semiotics of Choice
Transition Essay
- From Game-System Semiotics to Ludonarrative Architecture
Series II: Toward a Ludonarrative Architecture Framework
- Defining Ludonarrative Architecture
- Rule Systems as Narrative Engines
- LitRPG as Architecture: Game Systems in Prose Narrative
- The Design Layer: Rules, Ranks, Progression, and Interface
- The Foundational Layer: Ludonarrative Infrastructure and Social Systems
- The Interpretive Layer: Ludonarrative Simulation and Modeled Experience
- The Global Layer: Ludonarrative Civilization Building
- Player Agency Without Players
- A Case Study in Ludonarrative Simulation
- Ludonarrative Architecture: LitRPG, Game Systems, and the Building of Civilizations