Narrative Design
Ongoing coverage on Narrative Design.
Latest coverage
Making the case for strong (human) narrative editors
Industry professionals discussed the critical role of human editors in game narrative development at GDC Festival of Gaming. Speakers emphasized that AI cannot replicate the emotional consistency, human context, and nuanced understanding of errors that human editors provide, which are essential for refining game stories and ensuring player engagement.
Life Is Strange: Reunion’s Entire Premise Goes Against the Original Game’s Message - IGN
This analysis argues that the upcoming Life Is Strange: Reunion, along with recent entries like Double Exposure and True Colors, deviates from the original game's core message about moving forward. The article criticizes the series' shift towards fan service and comfortable morality, suggesting it sacrifices narrative risk and emotional depth for broader appeal and profit, potentially alienating long-time fans.
Dispatch doesn't let you derail conversations with blank, vacant stares because 'less than 1%' of players ever chose to stay silent in Telltale games
AdHoc Studio decided against including a silent dialogue option in their game Dispatch, as less than 1% of players utilized this feature in previous Telltale Games titles. Developers Nick Herman and Dennis Lenart explained that implementing and supporting this feature for every dialogue choice would have been too resource-intensive for a new studio, despite its potential appeal for roleplaying.
Apopia: Sugar Coated Tale Interview – 8 Years of Story, Trauma, and Dual Narratives
Onon Ng, Director and Co-Founder of Quillo Entertainment, discusses the eight-year development of Apopia: Sugar Coated Tale, a deeply personal project shaped by trauma and self-reflection. Ng emphasizes the importance of crafting an emotional experience over rushing to meet deadlines, aiming to connect with players through shared emotions and a message of solidarity. The game, influenced by titles like Doki Doki Literature Club and Undertale, features dual narratives and is available on PC.
Sony's Injecting More Story Than Ever Before into Your PS5 Roguelikes
The upcoming PlayStation 5 roguelike Saros, developed by Housemarque, will feature a stronger narrative focus than typical games in the genre. The game stars Rahul Kohli as Arjun Devraj, a Soltari enforcer investigating the mysterious planet Carcosa, with narrative lead William Shaughnessy highlighting the growing dread among the crew. Jane Perry also returns as a side character.
IO Interactive Releases 007 First Light Developer Diary Episode 2 Ahead of May Launch
IO Interactive and Amazon MGM Studios released the second episode of their developer diary series, Beyond the Light, for the upcoming game 007 First Light. This episode delves into the character development, narrative design, and performance capture involved in creating the reimagined origin story of James Bond, which is set to launch on May 27, 2026, for PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC.
Code Vein 2 Time Travel Guide: Past vs Present Choices & Consequences (2026) – Expert Game Reviews
This guide for Code Vein 2 details its innovative time travel mechanic, allowing players to shift between past and present timelines to influence narrative branches and consequences. It covers how the mechanics work, documents major story choices and their impacts on characters and environments, and explains the requirements for achieving the game's six main endings and a hidden true ending.
Cara Ellison, senior narrative designer on Vampire: The Masquerade – Bloodlines 2 before Paradox switched developers, discusses her love of Troika's original RPG: 'Everyone on the team helped really make that maximum goth'
Narrative designer Cara Ellison discusses her favorite games and the importance of atmosphere and writing in game development. She highlights Vampire: The Masquerade - Bloodlines as a personal favorite and discusses her current work on Sleight of Hand. Ellison also touches on the challenges of narrative tools in game engines like Unreal Engine.
“Sapkowski is a kleptomaniac with mythology” - How Reigns: The Witcher coaxes out the improv chaos of Geralt's universe
Nerial discusses their approach to adapting CD Projekt's The Witcher universe for the card game Reigns: The Witcher, drawing inspiration from books, games, and fan content. Narrative designer Oscar Harrington-Shaw and design director François Alliot explain how they distill lore into card events, balancing faithfulness with experimental gameplay, and even considering Geralt as a detective in a neo-noir spin-off.