Narrative Design
Ongoing coverage on Narrative Design.
Latest coverage
Turns out Crimson Desert's lead voice actor was as confused by the game's disjointed story as some players
Crimson Desert's lead voice actor, Alec Newman, expressed confusion regarding the game's narrative development, stating that the story and character motivations were not fully defined until late in the development process. This aligns with previous reports of internal struggles and shifting priorities at Pearl Abyss, which impacted the game's quest structure and narrative coherence despite its commercial success.
Saros’s Shorter Runs Help With Pacing, Story Beats and Readying for “Another Run,” per Housemarque
Housemarque's upcoming game Saros features shorter run times compared to Returnal, allowing for better pacing of story beats and player decompression. Lead game designer Abebe Tinari and narrative designer Khalil Osaimi explain how this structure helps players mentally prepare for subsequent runs and integrate narrative elements more effectively. The game is set to release on April 30th exclusively for PlayStation 5.
Saros' world-altering eclipse "has both a gameplay and narrative purpose" its game designer tells me, and it's already pulling me back into this roguelike
Saros, a PlayStation 5 roguelike from Housemarque, features an "Eclipse" mechanic that alters gameplay and narrative by increasing player power at the cost of greater risk. Designers Khalil Osaimi and Abebe Tinari explain how this mechanic, along with permanent progression systems and corrupted bullets, encourages aggressive play and ties into the game's haunting story. The game aims to blend gameplay and narrative seamlessly, with elements like environmental design and stat names reinforcing the themes of corruption and character development.
Delphinium Interview: Heidi Borge on Building a Narrative-Driven Farming Sim
Heidi Borge, creative director at Cinnadev, discusses her game Delphinium, a narrative-driven farming simulator inspired by Disco Elysium and Pathologic. Development began in 2021 and is now in its final stages, with the full game expected to be around 30 hours long. Borge aims to balance lighthearted moments with serious themes and wants players to connect with the characters and world.
"Suck my toes, my darling" - Inkle's book of essays by game writers reveals the secrets behind the worlds we play in
Inkle has published "The Game Narrative Kaleidoscope," a collection of over 100 essays by game writers and narrative designers covering various aspects of the craft. The book features contributions from notable figures like Jordan Mechner and Rhianna Pratchett, offering insights into creating compelling game worlds and narratives. It is structured to be read non-linearly, with essays exploring themes such as player choice, narrative tension, and the challenges faced by creators in the industry.
Aether & Iron Dev Diary #6 Explores How Player Choice Shapes Storytelling
Seismic Squirrel released the sixth developer diary for Aether & Iron, focusing on narrative design and player choice. Narrative Director Tyler Whitney explains how the protagonist Gia and the smuggler-noir tone shape the branching RPG story. Aether & Iron launches on Steam on March 31, 2026, with full English voice acting and localization support.
Love and logic brought Ellie back to Borderlands 4
The return of Ellie to Borderlands 4 is discussed, with the article suggesting that the narrative elements were present and simply needed to be connected. The piece focuses on how logical narrative construction can bring characters back into the fold.
Games Inbox: Will there be a Super Smash Bros. movie?
Readers discuss the possibility of a Super Smash Bros. movie following cameos in the Mario movie, and debate the rising costs of game development and the impact of review embargoes. Other topics include the narrative of Life Is Strange: Reunion and the mechanics of Crimson Desert.
Star Wars Zero Company will kill story characters, Fire Emblem-style: Narrative lead says "I lost an argument about…
Star Wars Zero Company will feature permadeath for its story characters, a decision narrative lead Aaron Contreras embraced after initially losing an argument against it. This mechanic, inspired by games like Fire Emblem, aims to emphasize the theme of loss inherent in the Star Wars universe and discourage save scumming.
SF6 Game Director Takayuki Nakayama apologizes for confusion around Alex's story, revisions coming
Street Fighter 6 Game Director Takayuki Nakayama has apologized for confusion surrounding Alex's story content and announced that revisions are planned. The developers will address awkward narrative beats in the latest content drop for the fighting game.
Dispatch developer AdHoc says don't confuse your plot for narrative
AdHoc creative directors Nick Herman and Dennis Lenard argued that 'narrative' in video games should be defined by strong writing and dialogue, not just plot. They emphasized the importance of memorable characters and moment-to-moment exchanges, advocating for rigorous script playtesting to ensure player resonance.
'We are not going to pick one': Clair Obscur: Expedition 33 dev confirms there's no canon ending, instead opting for a more elusive 'Schrodinger's ending'
Sandfall Interactive has confirmed that Clair Obscur: Expedition 33 will not feature a canon ending, instead offering players a 'Schrodinger's ending' where both choices have valid narrative outcomes. Writer Jennifer Svedberg-Yen stated that neither the Maelle nor Verso path is definitively 'good' or 'bad', allowing players to prioritize different perspectives.
Street Fighter 6’s Alex Controversy Explained: Why Fans Are So Weirded Out
A narrative twist in Street Fighter 6 has sparked controversy by reinterpreting the relationship between characters Alex and Patricia, shifting from a sibling-like dynamic to a romantic one, which includes Patricia being pregnant. This change, compounded by the revelation that Alex's guardian Tom is a blood relative, has confused and discomforted fans, who find the progression awkward and unnecessary despite the game's fantastical elements. The decision has overshadowed Alex's return and become one of the series' strangest controversies.
Crimson Desert Devs Share Details On The Game's Confused Narrative & "Off-The-Rails" Development
Developers from Pearl Abyss have discussed the challenges faced during the development of Crimson Desert, specifically addressing issues with the game's narrative and its "off-the-rails" development process. The team shared insights into the complexities of crafting the game's story and managing its production.
Clair Obscur: Expedition 33 makes you "complicit" in moments like the RPG's first big twist, lead writer says, so you can "experience what grief feels like in this world"
Clair Obscur: Expedition 33's lead writer, Jennifer Svedberg-Yen, stated that Sandfall Interactive aimed to make players feel "complicit in the story" and experience grief through a major plot twist. The game's interactive nature is key to immersing players in the narrative decisions and character developments, particularly following the death of the protagonist Gustave.
By Giving Players A Choice, Assassin's Creed Shadows Undermined Its Best Idea
This opinion piece argues that Assassin's Creed Shadows' dual protagonist system, while promising in its first act, ultimately undermines its narrative potential by allowing players too much freedom to switch characters. The author believes a more focused approach, similar to older titles, would have strengthened the story and character development for Naoe and Yasuke.
Clair Obscur: Expedition 33 Writer Jennifer Svedberg-Yen Joined the Team After Working in Finance, Teaching Cuban Salsa, and a NASA Experiment: 'Maybe I Can Say I'm a Writer Now' - IGN
Jennifer Svedberg-Yen, a writer for Clair Obscur: Expedition 33, discusses her unconventional path into game development, which included a career in finance, teaching Cuban salsa, and participating in a NASA experiment. She details how her diverse life experiences influenced her writing for the game and her journey from having minimal gaming knowledge to becoming an avid player and achievement hunter.
'How Was This Missed in the Writing Process?': Capcom to Scale Back Street Fighter 6's Incestuous New Storyline
Capcom has apologized for the controversial storyline in Street Fighter 6 that depicts protagonist Alex marrying and impregnating Patricia, who is presented as his second cousin and step-sister. Director Takayuki Nakayama stated that Capcom plans to revise certain text passages that may have been misleading, following backlash from fans and even former employees. The lore surrounding Alex's relationship with Patricia, including artwork showing him holding her as a baby, has drawn significant criticism for its perceived incestuous undertones.
Starfield Dev Pushes Back on 2.0 Narrative, Says Free Lanes Is Huge and the Best Version of the Game
The article discusses player reception to Starfield's narrative and development focus, with the author expressing a desire for more engaging faction quests. While acknowledging new content additions, the piece suggests the game's current direction prioritizes building and customization over a compelling storyline.
The co-creators of Caves of Qud, our favorite roguelike fever dream, worked as narrative consultants on Marathon—which mostly meant they 'got to sit there in the room and throw completely absurd ideas at the wall'
Caves of Qud co-creators Brian Bucklew and Jason Grinblat served as narrative consultants for Bungie's Marathon. They described their role as contributing absurd ideas during preproduction, helping to refine the game's tonal palette and worldbuilding. While not claiming direct credit for specific in-game elements, they felt their influence contributed to the rich semiotics and atmosphere that define Bungie's games.