Narrative Design
Ongoing coverage on Narrative Design.
Latest coverage
The Witcher 4’s Choices Are Being Designed to “Leave A Lasting Impression”, per CD Projekt RED
CD Projekt RED is placing immense focus on the narrative design for The Witcher 4, with Joint CEO Adam Badowski stating that choices will be "frequently rewritten" to leave a "lasting impression on players." The studio aims to build deep, nuanced stories that impact players long-term, with the game expected to launch in 2028.
Does Narrative Payoff: Memorable Play Beyond Progress Bars
This article discusses the distinction between progress feedback and narrative payoff in video games, arguing that meaningful narrative engagement stems from revelations, altered relationships, and consequences rather than just completion bars. It highlights how narrative context can enhance player experience and engagement, using Detroit: Become Human as an example of consequential choice. The piece also touches on the role of progression systems in supporting dramatic purpose and the value of replayability.
Wolverine's Narrative Director Explains Why Logan Needed to be a Short King in the Game
Wolverine's narrative director, Walt Williams, explained the creative decision to make Logan shorter than Sabretooth in the game. He emphasized the importance of portraying the emotional depth of their relationship.
Diablo 5 tells "three stories" across the past, present, and future, and biomes will change shape depending on…
Diablo 5 will feature three interconnected stories spanning the past, present, and future, with environments dynamically changing based on the influence of Dread Commanders. Game director Joe Shely and narrative director Jennifer Hepler detailed how the world of Sanctuary will be reshaped by Hell's forces, aiming for the "best campaign ever" in Blizzard's darkest ARPG to date, slated for a 2029 release.
My least favorite Blood of Dawnwalker mission has the best writing in the whole RPG, and I never want to play it again
This article analyzes the 'Home Sweet Home' mission in The Blood of Dawnwalker, highlighting its exceptional narrative and level design despite being a frustrating dream sequence. The author praises Rebel Wolves for its poetic storytelling, which delves into the protagonist Coen's guilt and trauma, but ultimately expresses a strong aversion to replaying the mission due to its difficulty and emotional toll.
Control Resonant Review – Pattern Recognition
Control Resonant is a resounding success, offering Remedy Entertainment's best-feeling gameplay and an intriguing world. The game shifts from a third-person shooter to a character action game, focusing on Dylan Faden's melee combat with the Aberrant weapon. It features a strong narrative, excellent performances, and industry-leading art and technical design, with robust accessibility options.
Diablo 5 doesn't have towns or safe zones because you're the safe zone now, buddy: "You and your band of…
Diablo 5 will feature a unique approach to safety zones, with players and their traveling caravan serving as the primary safe havens in a fallen world. Executive producer Matt Zitterman explained that this design choice aligns with the narrative and the game's return to randomized dungeons. The caravan will grow with survivors, becoming a hub for merchants, crafters, and companions, offering deeper storytelling opportunities.
Blizzard finally told players where the big sword in WoW went after 8 years, and I'm just bummed out a reveal this…
Blizzard Entertainment has revealed the fate of the large sword introduced in World of Warcraft: Legion after eight years, confirming it is a spike pointed towards Azeroth's worldsoul in the upcoming Midnight expansion. The author expresses disappointment that this reveal was made through an interview rather than an in-game environmental storytelling moment, contrasting it with Final Fantasy XIV's narrative approach.
Fool's Theory says the biggest 'challenge' developing Songs of the Past was making sure Dandelion's story didn't 'steal the show' since The Witcher 3 is about Geralt — 'There was a very big effort put into this fine balancing of the narrative'
Fool's Theory and CD Projekt Red discussed the narrative challenges in developing The Witcher 3: Wild Hunt - Songs of the Past, focusing on balancing Dandelion's story without overshadowing Geralt. They aimed to complete Geralt's narrative arc while giving Dandelion the spotlight he deserves, a task that required significant effort in narrative balancing.
Game of the Week – The Blood of Dawnwalker is the ultimate vampire RPG fantasy
The Blood of Dawnwalker offers a compelling vampire RPG experience with inventive storytelling and a unique time-based currency system. Despite some performance issues on PC and Xbox Series S, the game provides a rich open world and engaging narrative, especially for fans of The Witcher 3: Wild Hunt. The developers at Rebel Wolves have delivered a worthwhile adventure that respects player choice.
Invoke studio head says Warlock: Dungeons & Dragons' imp companion can aid as they explore and serves as an 'unreliable guide' to Kaatri's journey, but is still 'his own character'
Invoke Studios head Dominic Guay revealed details about Skev, the imp companion in Warlock: Dungeons & Dragons. Skev will serve as an 'unreliable guide' to the player character Kaatri, offering lore and narrative assistance as they explore Darkon, but he is designed as his own character with personal motivations, including finding his lost master.
The Blood of Dawnwalker Pushes Ahead With Sequel Plans as Rebel Wolves Seeks Lead Writer
Rebel Wolves is planning a sequel to The Blood of Dawnwalker, with narrative director Jakub Szamalek seeking a lead writer for the next installment. The sequel will advance the story to modern times, featuring new challenges for the protagonist Coen. The first game, which explored vampires in a human world, has sold one million copies.
GTA 5 left Rockstar feeling "slightly nervous" about Red Dead Redemption 2 as devs worried fans "were going to be bored" by only having one protagonist to play as
Rockstar Games developers expressed nervousness about Red Dead Redemption 2's single protagonist after the success of Grand Theft Auto 5's three-protagonist system, fearing players would be bored. Rockstar North co-lead Rob Nelson revealed that the team questioned if players would want to switch between gang members in Red Dead Redemption 2, a concern that influenced the decision to explore a duo protagonist approach for Grand Theft Auto 6.
Playing Mass Effect spiritual successor Exodus was the best kind of surprise
Exodus, a spiritual successor to Mass Effect developed by Archetype Entertainment, offers a compelling blend of action combat and deep player agency. The preview highlights a mission focused on infiltrating a space station, showcasing the game's striking visuals, flexible combat system with diverse companion abilities, and a narrative that emphasizes meaningful choices with long-term consequences, including a unique time dilation mechanic.
Dispatch developer AdHoc Studio worked on Until Dawn 2
Firesprite revealed that AdHoc Studio, the creators of the game Dispatch, collaborated on the narrative for Until Dawn 2. The upcoming PlayStation exclusive, slated for release on January 28, 2027, will feature a choice-based narrative similar to AdHoc Studio's debut title.
The Blood of Dawnwalker Studio is Relieved With the RPG’s Positive Critical Reception
Developer Rebel Wolves has expressed relief following the largely positive critical reception for their open-world RPG, The Blood of Dawnwalker, ahead of its September 3rd release. Creative director Mateusz Tomaszkiewicz shared the team's nervousness and subsequent relief as reviews came in, with the game achieving a Metacritic score of 83. The game is set to launch on PC, PlayStation 5, and Xbox Series X/S.
Rockstar considered having four protagonists in Grand Theft Auto 6, but the studio 'worried about diluting the amount of player time' with each character
Rockstar Games considered featuring four protagonists in Grand Theft Auto 6 but ultimately decided on two to ensure players have sufficient time and connection with each character. Studio co-head Rod Nelson explained that the fear of diluting player time was a key factor in this decision, aiming to foster stronger character chemistry similar to the dynamic seen between Lucia and Jason in the game's trailer.
GTA 6 Has ‘Big and Small Choices’ in Its Story, As Rockstar Takes Red Dead Redemption 2’s Player Agency to the Next Level
Rockstar Games is expanding on the player agency seen in Red Dead Redemption 2 for Grand Theft Auto 6. The upcoming title will feature "big and small choices" that will influence the narrative journey of protagonists Jason and Lucia.
GTA 6's criminal profile will track how heinous your crimes are, just like Red Dead Redemption 2's honor…
Grand Theft Auto 6 will feature a 'criminal profile' system similar to Red Dead Redemption 2's honor system, tracking player actions to influence the narrative. Rockstar North co-studio head Rob Nelson explained that while players have freedom, consistently escalating violence will sway their profile and impact gameplay. This system aims to create a more unpredictable world where players are not the only capable force.
Rockstar considered giving GTA 6 four protagonists before deciding it would suck: "We worried about diluting the…
Rockstar Games considered featuring four protagonists in Grand Theft Auto 6 but ultimately decided against it to avoid diluting player connection with characters. The developer opted for a two-protagonist approach, focusing on the relationship between Lucia and Jason, aiming for strong chemistry between the characters.