Narrative Design
Ongoing coverage on Narrative Design.
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I didn't expect to miss Black Flag's original modern day story in the remake, but the series has lost some…
The removal of modern-day story segments in remakes like Assassin's Creed 4: Black Flag Resynced diminishes the overall narrative cohesion of the franchise. These sections were crucial for grounding the historical memories and connecting the overarching plotlines across different eras. The author argues that Ubisoft's de-emphasis on this aspect makes the series feel directionless for long-time fans.
Carcass Clad is less story-heavy than Mouthwashing, but 'a lot of thought' has gone into it: 'We haven't discovered how much we can push it'
Developer Wrong Organ is exploring ways to integrate narrative into their upcoming roguelike tank simulator, Carcass Clad, without it feeling forced. While less story-heavy than their previous game Mouthwashing, the studio has put significant thought into the game's setting and lore, aiming to balance gameplay with storytelling.
'Consume Me' Wins Grand Prize, Nuovo Award at the 2025 IGF Awards
The indie game 'Consume Me' by Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, and Ken "coda" Snyder won the Seumas McNally Grand Prize and the Nuovo Award at the 2025 Independent Games Festival. The festival, held at the Game Developers Conference, also awarded prizes for Excellence in Visual Art, Audio, Design, Narrative, Best Student Game, Audience Award, and the alt.ctrl.gdc Award to various other independent titles.
Windrose's new Ashlands biome will expand your pirate escapades "significantly in scope"
Kraken Express announced that the first major update for its pirate survival game Windrose will introduce the Ashlands biome. This expansion will significantly increase the scope of the main story and side quests, adding new factions, enemies, items, and a new boss. The developer is also exploring new ship classes, improved ship combat, AI enhancements, and expanded base building options.
The first five episodes of Scarlet Hollow are now a combined one-million words long!
The developers of Scarlet Hollow announced that the first five episodes of the game now collectively contain one million words. Writing for the planned expansion to Episode 5 is complete, with art production beginning soon. This update includes significant additions and rebalancing to Episode 5, as well as various improvements to earlier episodes to enhance narrative flow and player choice.
New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from 'anywhere and everywhere': 'Greek plays, they knocked it out of the park thousands of years ago—why not look at them?'
Obsidian design director Josh Sawyer believes games should draw artistic inspiration from all sources, including ancient Greek plays and classic films. He emphasizes that the core of game design is evoking thoughts and emotions in players, a goal that should be continually reevaluated throughout the development process. Sawyer cites examples from Fallout: New Vegas, Pentiment, and Pillars of Eternity to illustrate how diverse inspirations can inform mechanics and player experience.
The Sunday Papers
This article discusses various topics in game design and the industry, including Bruno Dias's thoughts on meaningful choice in narrative, Oma Keeling's analysis of modernism and postmodernism in platformers like Fallstruktur and Automaton Lung, and Justine Barron's critique of media bias regarding Long Covid. It also touches on the politics of Dungeons & Dragons, advice for writing about indie games from Michael Brough, and the Itch.io manifesto jam.
God of War Laufey Feels Too Similar to Kratos’ Norse Saga
The article discusses the narrative direction of God of War Laufey, suggesting that while shifting focus to Faye is interesting, the game risks feeling too similar to Kratos' previous Norse saga. It highlights a need for stronger narrative differentiation to establish its own unique identity.
Overwatch’s New Hero Is Hot For A Reason, Not To Be Gooner Bait, Devs Say
Blizzard Entertainment developers Kenny Hudson and Mirana Moyer discussed the new Overwatch hero, Shion, clarifying that her design is integral to the 'Reign of Talon' narrative and not merely 'gooner bait.' Shion's character, inspired by figures like O-Ren Ishii from Kill Bill, explores themes of identity and overcoming past trauma within the game's story.
The art of game writing in 'non-narrative' games
Veteran game writer Emma Kidwell and narrative designer Harrison Pink discuss the role of writing and narrative design in games that are not primarily story-driven, such as strategy or multiplayer titles. They explore how even simple narrative elements can complement complex gameplay systems and enhance player experience.
"I am utterly livid": Destiny 2 lore master says secret scene reveals "the potential that was ahead"…
Destiny 2 lore master My Name is Byf expressed frustration over a hidden scene in the Monument of Triumph update, which he believes reveals the compelling narrative potential that was cut from the game. The scene, featuring an interaction with the Winnower, suggests a grand cosmic saga that was planned but will now not be realized due to the end of Destiny 2's development. Byf and other players are calling for Bungie to greenlight Destiny 3 to explore these lost narrative threads.
God of War Laufey Director Says Phranque and Rue Are Important for Story and Gameplay
Director Ariel Lawrence discussed the inclusion of characters Phranque and Rue in God of War Laufey, stating they are crucial for both story and gameplay mechanics like combat, traversal, and puzzles. Lawrence revealed that Phranque, a cosmic jelly cube, was an early concept by Cory Barlog and a significant element for the Santa Monica Studio team. The game is in development exclusively for PlayStation 5, with rumors suggesting a release sooner rather than later.
Final Fantasy 7 Revelation Players Can Shape Its Story But the Trilogy Will Have a 'Singular Ending' for Everyone
Final Fantasy 7 Rebirth director Naoki Hamaguchi stated that while the remake trilogy will have a single, unified ending for all players, individual choices within the game will significantly shape Cloud's journey towards that conclusion. This approach aims to provide both player agency and a cohesive narrative arc across the trilogy.
Exodus narrative director dives into its inspirations from Interstellar to Star Wars to, yes, Mass Effect
Exodus narrative director Drew Karpyshyn discussed the game's diverse inspirations, ranging from classic sci-fi films like Star Wars and Interstellar to the Star Trek experience and the Dune novels. While Mass Effect is a natural comparison due to shared BioWare DNA, Karpyshyn emphasized that Exodus builds its own unique universe, with time dilation from Interstellar being a particularly strong narrative influence. Matthew McConaughey voices the mysterious character C.C. Orlev.
God of War's Cory Barlog has been planning Faye's story for a decade, says Laufey director, and her actor has "had to keep this under wraps" the whole time
Game director Ariel Lawrence revealed that Cory Barlog has been planning Faye's story for the upcoming God of War Laufey for about a decade, even before the 2018 God of War reboot. Actress Deborah Ann Woll, who reprises her role as Faye, has reportedly kept this secret for many years. While God of War Laufey can be played standalone, playing the previous titles is recommended for full appreciation.
Like The Witcher 4 and Cyberpunk 2, CD Projekt Red's new IP Hadar is "an emotional, open-world…
CD Projekt Red has revealed more details about its new open-world IP, codenamed Project Hadar, describing it as an "emotional, open-world experience." The studio is actively hiring for roles to develop the game, which is being built in Unreal Engine. While a small team is currently dedicated to Hadar, CD Projekt Red also has significant development underway for The Witcher 4, Cyberpunk 2, and Project Sirius.
Fallout: New Vegas director says it's "fine" Crimson Desert's story is so bad that developer Pearl Abyss has to patch it, "even if it isn't ideal"
Pearl Abyss is planning to refine the narrative of Crimson Desert based on player feedback, a move that Fallout: New Vegas director Josh Sawyer deems acceptable. The developer will focus on improving story coherence and engagement for Kliff's journey. This decision to rework narrative elements post-launch is seen as a positive step, even if unconventional.
Crimson Desert DLC officially in development at Pearl Abyss as the studio surprises everyone by agreeing to change the game's story
Pearl Abyss has announced plans for Crimson Desert, including a summer roadmap focused on player feedback and the official development of DLC. The studio will also rework the game's story to improve narrative coherence and engagement. Future updates will also introduce new combat content, improvements to other playable characters, and quality-of-life enhancements, with cross-saves planned.
Pearl Abyss heard you didn't like Crimson Desert's story, so it's fixing it to 'strengthen the…
Pearl Abyss is implementing significant updates to Crimson Desert based on player feedback, focusing on strengthening the game's narrative flow and character engagement. Improvements are also planned for the gameplay experience of playable characters Damiane and Oongka, alongside adjustments to the blockade system and combat-focused content. These updates are expected over the next few months, with a cross-save feature also in development.
There's one game Don't Nod narrative designer Nina Freeman won't ever uninstall from her PC, because it's banned on Steam: 'It's tragic, because everyone should play this game'
Narrative designer Nina Freeman discusses her PC gaming habits, highlighting Devotion as a game she will never uninstall due to its quality and controversial Steam ban. She also shares her most played game, Dota 2, and her appreciation for complex branching narratives in titles like Scarlet Hollow.