Link Collection – July


(P)Layer Character: Designing Immersive Narratives for Location-Based AR Layers Robert Morgan talks about designing narrative for AR and the unique challenges that come with that.

Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud Laura E. Hall’s GDC talk about telling stories with little or no words and instead using the environment to tell the story.

The Hero’s Journey: Strong Storytelling in Video Games Panel on how to write powerful stories for video games and how it differs from storytelling in other media.

Narrative Design for the Computer Gaming Industry Panel about what narrative design is and how to craft a story that blends together with all the various aspects of a game.

Mythology in TTRPGs Panel on how to create good mythology for games and how to respectfully incorporate it into TTRPGs.

My Mom is Going to See This Isn’t She?: How to write a filthy game to be proud of Bendi Barrett talks about how to write good erotic games and also goes into the challenges and stigma that comes with creating erotic stories.

The Clockwork of Mechanized Emotions in Games Panel about crafting stories that evoke the intended emotions for the players.

Games Writing and Prose Writing in Conversation Panel on how writing prose for video games differs from other media and how the learnings from the different media inform each other.


Indie Developer Interview: inkle Narrative director Jon Ingold talks about inkle’s most recent release Overboard.

Guiding players with story-driven events in live games using ‘breadcrumbs’
Write-up of Abigail Rindo’s GDC talk about how they use narrative breadcrumbs to keep players invested in events in live games.

Frostpunk designer: Systems can express personal ideas, even unintentionally Write-up of Marta Fijak’s GDC talk on how systems can express personal ideas and worldviews, intentionally or not.

Understanding the meaningless, micro-reactive, and marvellous writing of Disco Elysium Write-up of Justin Keenan’s GDC talk on how they used micro-reactivity in Disco Elysium to make players feel like their actions matter.

Branching Infinity: Exploring the Many Structures of Interactive Fiction Nat Mesnard gives an introduction to the various structures that you can use when writing interactive fiction.

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