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Narrative Design

Ongoing coverage on Narrative Design.

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Gaming BoltPositive

Phantom Blade Zero – A World Worth Exploring, a Life Running Out

This article explores the narrative implications of Phantom Blade Zero's 66-day ticking clock mechanic on its side quests. It questions how the protagonist, Soul, would prioritize helping others given his dire circumstances, suggesting that side content must be highly relevant and impactful to justify detours. The author speculates that S-GAME is designing side quests to be potent and potentially tied to Soul's main goals or personal growth, rather than mundane tasks.

Nintendo EverythingNeutral

Final Fantasy 7 Remake series director says story wasn’t influenced by player reactions, didn’t want to turn it into his “own personal fan project”

Final Fantasy 7 Remake series director Naoki Hamaguchi stated that the overarching story was planned from the beginning and was not influenced by player reactions to previous installments. He emphasized the importance of staying true to the original Final Fantasy 7's essence rather than making it a personal fan project.

Gaming BoltPositive

Resident Evil 7 Team Took Cues From The Last of Us To Garner Critical Acclaim, Says Former Exec

Former Capcom manager Miguel Corti revealed that Resident Evil 7's development shifted focus from Call of Duty-like action to narrative-driven gameplay after the critical success of The Last of Us. This change in direction is credited with revitalizing the Resident Evil franchise, leading to acclaimed titles like Resident Evil Village and Resident Evil Requiem.

Retro GamerPositive

The Last of Us inspired Resident Evil 7's course correction because the devs "wanted the critical acclaim other games were garnering," ex-Capcom senior dev says

A former Capcom senior manager revealed that The Last of Us served as an indirect inspiration for Resident Evil 7's course correction, influencing its focus on narrative. Developers reportedly sought the critical acclaim garnered by games like The Last of Us, leading to a more focused and scarier experience compared to Resident Evil 6.

GamespotPositive

Control Resonant Is Everything The First Game Wasn’t, And That’s Why It Works

Control Resonant significantly diverges from its predecessor by shifting the protagonist to Dylan Faden and exploring themes of reversed roles and self-worth. The game's narrative design and surreal environments, inspired by sources like M.C. Escher, create a unique experience that recontextualizes characters like Casper Darling, revealing a darker past.

Gaming BoltPositive

GTA 6 Has “Hundreds” of Little Interiors to Explore, Says Rockstar

Rockstar Games has revealed that Grand Theft Auto 6 will feature "hundreds" of explorable interiors, significantly expanding on the scale of its previous titles like Red Dead Redemption 2. The game's world is reportedly three times larger than Red Dead Redemption 2's map, with a focus on detailed environments and a narrative inspired by the relationship between two protagonists.

Retro GamerNeutral

Call of Duty: Modern Warfare 4 narrative lead says Denis Villeneuve's Sicario is an influence "I'm always checking against," but John Wick "has some obvious presence" too

Jeff Negus, narrative director for Call of Duty: Modern Warfare 4, revealed that Denis Villeneuve's film Sicario is a key influence on the game's tone and narrative, serving as a benchmark for its grounded and morally gray storytelling. He also noted the presence of John Wick and drew parallels to military films like Black Hawk Down and Zero Dark Thirty.

Gamedeveloper.comPositive

Busting myths in game writing

This article debunks common myths surrounding game writing and narrative design, such as the idea that screenwriting directly translates to game writing or that players dislike reading stories. It features insights from writers Bruno Dias, Aysha Farah, and Andrea Saravia Pérez, who have worked on titles like Fallen London and Life is Strange: Double Exposure.

Retro GamerVery negative

Max Payne 3 was a "failure," says Rockstar co-founder – because despite writing Grand Theft Auto and Red Dead Redemption games, he's no Sam Lake

Rockstar Games co-founder Dan Houser admits that Max Payne 3 was a personal failure due to not capturing the desired neo-noir tone, despite its technical achievements and solid gameplay. He contrasts his own writing approach with that of Max Payne creator Sam Lake, acknowledging that the game's reception was largely negative.

Retro GamerPositive

I was wary of D&D Star Wars, but it looking so much like Rogue One gives me hope

The upcoming Dungeons & Dragons Star Wars tabletop RPG is generating hope due to its grounded, scoundrel-focused approach, reminiscent of Rogue One and Andor. Developer Wizards of the Coast is praised for focusing on non-Jedi characters and grassroots stories, which the author believes is a more interesting narrative direction for the franchise.

Retro GamerPositive

Rockstar has a whole team of GTA 6 writers dedicated to pedestrian dialogue: "There are no shortcuts when it comes…

Rockstar Games has dedicated entire teams of writers to crafting the pedestrian dialogue and background details for Grand Theft Auto 6. Developers Rupert Humphries and James Horton emphasize that these elements are crucial to creating a believable and immersive open world, with no shortcuts taken in their development.

Rock Paper ShotgunPositive

"Your word is undeniable truth": Can't be bothered to find evidence in Warhammer 40,000: Dark Heresy? It's fine, because no matter what, you're always right

Warhammer 40,000: Dark Heresy's narrative designer Veronika Larionova discussed how players can conclude investigations with minimal evidence, as their word as an agent of the Inquisition is considered undeniable truth. While uncovering actual truth is not mandatory, players have the freedom to use evidence as they see fit, with choices leading to different story paths, rewards, and endings.

Retro GamerNeutral

GTA 6 story lead insists Rockstar "didn't want to make any kind of statement" with Jason's…

Rockstar Games' narrative lead Rupert Humphries stated that the backstory of Grand Theft Auto 6 protagonist Jason was not intended to make a specific social statement. Humphries explained that Jason's actions are driven by material circumstances and player choice, rather than a conscious commentary on social mobility or his military past. The discussion also touched upon the recurring theme of the American Dream in the Grand Theft Auto series.

PC GamerPositive

GTA 6 won't be letting up on the satire: 'If you are going to put all this effort into creating a version of today's world, it has to be more over the top, more insane, more in your face'

Rockstar Games is doubling down on the over-the-top satire for Grand Theft Auto 6, aiming to amplify real-world details to create a more insane and in-your-face experience. Narrative and writing directors discussed how the game will use amplified details in conversations and advertisements to immerse players. The game will also feature a fully voiced female protagonist, Lucia, and her partner Jason, who are designed to be flawed yet authentic.

PC GamerVery positive

Fallen London is where the writers of Baldur's Gate 3, Dishonored and Stellaris come to let their hair down

Fallen London, a text-based RPG from Failbetter Games, serves as a creative outlet for writers behind major titles like Baldur's Gate 3, Stellaris, and Destiny. The game's 'Exceptional Stories' allow these writers, both AAA and indie, to explore diverse and often dark themes in a richly detailed, choice-driven world.

Gaming BoltPositive

GTA 6’s Protagonists Are “Vulnerable, Tough, Flawed,” Which Makes Them “Undeniably Real”

Grand Theft Auto 6's protagonists, Lucia and Jason, are described as "vulnerable, tough, flawed, and undeniably real" by the development team. The narrative aims for authentic characters with their own motivations, contrasting with the over-the-top insanity expected from the series. The game is set to release on November 19th for Xbox Series X/S and PC.

Gaming BoltVery positive

Control Resonant’s Underpass is Peak Remedy Design

The Underpass in Remedy Entertainment's Control: AWE is highlighted as a masterclass in level and narrative design, showcasing the developer's signature 'weirdness'. The environment effectively uses spatial design, shifting timelines, and environmental storytelling to create a disorienting yet compelling experience for players.

FZ.sePositive

Intervju: Ace Combat siktar på 50 år i luften

In an interview, Kazutoki Kono and Manabu Shimomoto of Bandai Namco discuss the development and future of the Ace Combat series, focusing on Ace Combat 8: Wings of Theve. They highlight the success of Ace Combat 7: Skies Unknown, the importance of narrative and sound design, and the expanded online multiplayer in the new title, expressing a desire for the series to reach its 50th anniversary.

Rock Paper ShotgunNeutral

The Witcher 3 Songs of the Past sounds like it's mirroring Blood and Wine in being "a lot dreamier" than a "bread-and-butter Witcher story"

CD Projekt Red and Fool's Theory are exploring a dreamier, more stylistic narrative approach for the upcoming expansion 'The Witcher 3: Songs of the Past,' differentiating it from the core 'Witcher' stories and even the 'Blood and Wine' DLC. This expansion aims to delve deeper into character relationships, particularly focusing on Geralt and Dandelion's friendship, which has not been fully explored in previous titles.

PC GamerVery positive

The writer of The Witcher 3's best quest has returned to CD Projekt after a decade away

Writer Karolina Stachyra, acclaimed for her work on 'Family Matters' in The Witcher 3: Wild Hunt, has returned to CD Projekt Red after a decade. She initially joined as a freelance consultant in February and transitioned to a full-time writer in August. Her return is seen as positive news for RPG fans, though her current projects remain undisclosed.