The STAGE Framework For Narrative Games
(Story, Tension, Agency, Gamefeel, Engagement)
Why do some narrative games capture players’ hearts while others leave them cold? After years of designing and studying games, I’ve developed a framework that helps designers understand the strengths and weaknesses of their narrative games. I call it STAGE analysis, and it examines five key dimensions that make or break a story-driven game.
Story Elements
World & Setting
- Is the game world distinct and memorable?
- Does the setting create natural conflicts and drama?
- Are the rules of the world clear and consistent?
Character Development
- Do characters have clear motivations and arcs?
- Are relationships complex and evolving?
- Do players form emotional bonds with characters?
Theme & Meaning
- What deeper ideas does the game explore?
- How do mechanics reinforce themes?
- Will players think about the story after playing?
Tension Points
Pacing & Flow
- Does the story maintain momentum?
- Are there effective peaks and valleys?
- Do quiet moments feel earned?
Stakes & Consequences
- What’s at risk for the characters?
- Do player choices have real impact?
- Is failure interesting and meaningful?
Agency Analysis
Player Freedom
- How much control do players have over the story?
- Are choices meaningful or superficial?
- Can players express themselves through gameplay?
Mechanical Support
- Do game systems enable player expression?
- Are player abilities tied to narrative progression?
- Does player growth feel natural in the story?
Gamefeel Evaluation
Core Gameplay Loop
- Is moment-to-moment play satisfying?
- Does gameplay complement narrative tone?
- Are systems intuitive and responsive?
Narrative Integration
- Do mechanics and story work together?
- Are cutscenes and gameplay balanced?
- Does player input drive the story forward?
Engagement Factors
Player Investment
- What hooks players initially?
- What keeps them playing long-term?
- Are there meaningful progression systems?
Replayability
- Are there multiple valid paths through the story?
- Do choices feel worth revisiting?
- Is the core experience repeatable?
Using The Framework
Unlike traditional SWOT analysis which examines external factors, STAGE focuses entirely on the game’s internal elements. For each dimension above:
- Rate current implementation (1–5)
- Identify specific strengths to build on
- Note clear gaps or weaknesses
- Brainstorm concrete improvements
- Prioritize changes based on impact
The goal isn’t to achieve perfection in every category — that’s impossible and probably undesirable. Instead, use STAGE to understand your game’s unique profile and ensure its strongest elements properly support the core experience you want to deliver.
A horror game might intentionally limit player agency while maximizing tension. An RPG could focus heavily on character development and player choice. The framework helps you make these choices deliberately rather than accidentally.
Most importantly, STAGE keeps the focus on the holistic player experience. Great narrative games aren’t just well-written stories or polished gameplay systems — they’re carefully balanced experiences where every element works together to create something memorable.
A STAGE analysis is best applied once a strong pitch is already in place to evaluate and revise the concept. Later in the process, as your prototype evolves, you may want to revisit it.
Common Pitfalls to Avoid
- Overemphasizing choice quantity over quality
- Neglecting mechanical support for key story moments
- Focusing on plot twists over character development
- Separating story and gameplay into discrete chunks
- Prioritizing spectacle over player investment
- Leaving strategic story gaps unfilled
Getting Started
Begin your analysis by identifying your game’s core promise to players. What kind of experience are you trying to deliver? Use that as your north star while working through each dimension of the framework.
Keep your analysis focused and actionable. The goal isn’t to create an exhaustive document, but rather to surface the most important areas for attention and improvement. Let the framework guide your thinking while remaining flexible enough to capture your game’s unique needs.
Remember that this is an iterative tool. Return to your analysis regularly during development as systems evolve and player feedback comes in. Use it to track progress and ensure you’re staying true to your vision while making necessary adjustments.
Most importantly, don’t let analysis paralyze you. STAGE is meant to enhance your creative process, not replace it. Trust your instincts while using the framework to pressure-test assumptions and identify blind spots.
Rating Examples for STAGE Analysis
Let’s look at concrete examples of how different games might score in each category of the STAGE framework.
Story Elements
★☆☆☆☆ (1/5) — Among Us
- Minimal authored narrative
- Stock characters with no development
- World exists only to serve mechanics
- No deeper themes explored
★★★☆☆ (3/5) — Fallout 4
- Rich world with established rules
- Character writing is uneven
- Some themes land, others fall flat
- Plot twists are telegraphed
★★★★★ (5/5) — Disco Elysium
- World drips with detail and meaning
- Characters feel startlingly human
- Themes weave through every element
- Player’s story feels uniquely their own
Tension Points
★☆☆☆☆ (1/5) — Animal Crossing
- Intentionally low-stakes
- No failure states
- Pacing is purely player-driven
- Conflict is minimal by design
★★★☆☆ (3/5) — God of War (2018)
- Strong dramatic peaks
- Uneven pacing between beats
- Side content dilutes main tension
- Stakes clear but sometimes repetitive
★★★★★ (5/5) — What Remains of Edith Finch
- Perfect pacing throughout
- Each story builds on previous tension
- Quiet moments feel earned
- Emotional stakes constantly escalate
Agency
★☆☆☆☆ (1/5) — The Order: 1886
- Linear to a fault
- Player choice is illusory
- Interactions don’t affect story
- Heavy reliance on cutscenes
★★★☆☆ (3/5) — Mass Effect 3
- Key choices affect outcome
- Many decisions feel cosmetic
- Agency decreases as plot concludes
- Limited expression in gameplay
★★★★★ (5/5) — Divinity: Original Sin 2
- Almost every choice matters
- Multiple solutions to problems
- Character builds affect story options
- World reacts to player decisions
Gamefeel
★☆☆☆☆ (1/5) — Death Stranding
- Intentionally frustrating controls
- Systems fight player intention
- Mechanics often unclear
- Feedback is muddled
★★★☆☆ (3/5) — The Witcher 3
- Combat serviceable but stiff
- Movement generally smooth
- Systems clear but not exceptional
- Good feedback on key actions
★★★★★ (5/5) — Hades
- Every action feels precise
- Systems support player intention
- Clear feedback loops
- Mechanics reinforce character
Engagement
★☆☆☆☆ (1/5) — Pathologic 2
- Intentionally alienating
- Punishing learning curve
- Limited reward systems
- Actively fights player expectations
★★★☆☆ (3/5) — Dragon Age: Inquisition
- Strong hooks early on
- Middle section loses momentum
- Side content can overwhelm
- Investment varies by plotline
★★★★★ (5/5) — Persona 5
- Multiple engagement vectors
- Social and combat loops interlock
- Clear short/long term goals
- Constant sense of progression
Key Insights About Ratings
- Low scores aren’t always failures
- Animal Crossing succeeds by avoiding tension
- Pathologic 2 alienates by design
- Death Stranding’s frustration is thematic
2. Perfect scores are exceptionally rare
- Even great games have weak points
- Different audiences value different elements
- Innovation often comes from imbalance
2. Genre expectations matter
- RPGs need higher Agency scores
- Action games prioritize Gamefeel
- Visual novels can succeed with lower Gamefeel
3. Elements often trade off against each other
- Higher Agency can reduce Tension
- Perfect Gamefeel might fight Story needs
- Engagement can suffer from too much Agency
Using These Examples
When evaluating your game:
- Consider your genre’s needs
- Identify dependencies between elements
- Look for compensation strategies
- Be honest about priorities
Remember that even games with uneven STAGE profiles can be masterpieces if they excel where it matters most for their core experience.
What do you think? Would you use this framework? Is anything missing? Let me know in the comments.
Sam Liberty is a consultant in applied game design. He teaches Narrative In Games and Game Criticism and Theory at Northeastern University.