A textbook-like anthology of classic essays and articles about video game narrative design.
Amazing resource for games narrative and storytelling techniques.
Announcing a curated, thematic link page of important essays and articles about video game narrative.
Amazing resource from Bruno. Will link in upcoming post.
Thus the video game writer is by nature a very political animal, whose job involves not only writing story but advocating for it and adapting it to changing circumstances as the project evolves. Often the role of producers and team leads in video game studios is to shield their teams from having to throw out work because of iteration; narrative really is no different.
Great post from Bruno about game narrative and how it functions. Highly recommend reading if you're interested in any of this.
In this post, I’ll be discussing some games that pull off tragic storylines, with varying degrees of success, and how they fit into strategies for addressing the wrong ending problem.
I still think this is one of the best pieces on how endings function in games and narrative more broadly.
Bluntly speaking, Bachelard said back in 1958 that games are not just graphics. They are architecture that create an experience. He would have made an excellent level designer.
Agency and choice are slippery devils, and people are not always very good at pinning down and articulating their real concerns about them. Like ‘freedom’ in politics, I think that when people talk about ‘choice’ or ‘agency’ in games, they are often not talking about the same thing, or even about any single thing, and therefore don’t convey their concerns clearly enough to allow useful discussion.
