Category Archives: Narrative Design

…And THAT is why I’m not studying, Mother.

Video games make you smarter. I have no proof and no desire to collect the necessary data, which is why I’m a writer and not a scientist. (If you want a bit more academic rigor than a 500-word blog post, check out Everything Bad is Good For You, by Steven Johnson.) In any video game, […]

Reliable story telling

Recently, aspiring game designer Eric Schwarz posted an article in which he argues that an unreliable narrator is inappropriate for interactive fiction. As March 32nd‘s protagonist is very much an unreliable narrator, and its story dependent on the choices of the player, I feel the need to defend the use of this literary device in […]

Wandering with the Fool

The Fool’s Errand is arguably the greatest puzzle game ever made. It’s an argument I’m making, at least. I count the evenings and weekends spent scratching my head over the mysteries of the sun’s map among the highlights of my childhood. Released in 1987 by designer Cliff Johnson, the game is a collection of increasingly […]

none of us is as dumb as all of us

I’m really just starting to get my feet wet in terms of writing for video games.  There are a lot of basic elements that cross over from writing plays to writing adventure games (character, story, world, etc.), but there are also some pretty big differences, particularly the experience of writing as a group.  Playwrights usually […]

Replay and Branching

Some games are a one-shot deal. Most unequivocally in this category, it seems to me, are puzzle games. I replayed Braid the other day when I was stuck with someone else’s computer and nothing to do except someone else’s dishes, and even though it’s been two years since I last monkeyed with time as a […]

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