This essay proposes an aesthetic model for apprehending narrative and play, in-game and out-of-game experiences in terms of emergence, iteration, and reincorporation. Emergence can be judged with respect to its cultivation of the themes of the larp. Iteration regards the variance and rhythms of a specific game as it repeats material to support its themes. Reincorporation brings prior action into perspective at the end of a larp. Together, these three criteria allow us to measure our larp experiences with respect to designer intention, what was advertised, and the expected complexity of play.
DOI / Citations