A textbook-like anthology of classic essays and articles about video game narrative design.
Amazing resource for games narrative and storytelling techniques.
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.
The writing I do for a game is our writing, not my writing; it's the game's writing. Its strengths and weaknesses emerge not from the strengths and weaknesses of my soul, but from the strengths and weaknesses in the relationships I have with the team.
laura putting it excellently of course, since she is a great writer.
I am not suggesting we should be paranoid about the tools we use, but I think this sudden interest is indicative of how people are aware that art production is a social activity. Our peers and fans are increasingly familiar with the way we create stuff, and this level of scrutiny is both welcoming and debilitating.
Good piece on the recent Ren'Py generative AI debacle. For what it's worth, I'm making a game in Ren'Py and have no intentions of stopping doing that, but this sucks in a very particular way. I hate the modern age sometimes, you know.
Write branching dialogue games with RPG elements in plain text, with skill voices, 2d6 checks, equipment, and fail states, and share them with a link.
Web based gamedev tool for making Disco Elysium style diceroll text rpgs. Intriguing. I hope there's a downloadable version one day, I like the simplicity here but hate that it's cloud-tethered.
