🎨Game Design

how do we make it interesting and fun

Types of narrative structures

Time cave, gauntlet, and branch-and-bottleneck are our basic structures we will see a lot of

Further reading:

Emily short's trick for NPC futuresarrow-up-right

Emily short's guide to learning IF writing skills: https://emshort.blog/2019/01/08/mailbag-self-training-in-narrative-design/arrow-up-right

The questioner asks about “a mastery of interactive thinking,” not about writing skills, so I’m going to assume the author feels comfortable on topics like prose and character development, and is more interested in understanding and practicing narrative design across multiple media. It also seems to be a design-focused question rather than a tools- or coding-focused question.

So I’ll try to tackle this from two angles: what are the things you might want to learn, and how might you learn them?

Finally, I should say: even with all the scoping-down I just did, this is a topic that I think would take a book to cover, not a single blog post. So the list of things you might want to know is at once very incomplete and unreasonably scaryarrow-up-right. No one will master all of it in a couple of months.

What I’d recommend doing, therefore, both to the OP and anyone else who is looking to use this as a guide:

  • Pick one or two areas that seem interesting to you and focus on those for a while; let your interest and enthusiasm be your guide

  • Use a mix of strategies to learn from other people (I list a bunch of approaches below)

  • Alternate between working with other people’s input/insights, and building your own thing. When something you’re reading makes an assertion you think is nonsense, build an experiment to prove the opposite. When something you play inspires you, give that a try. When you read a taxonomy of some kind, question whether it covers all the possibilities, and whether you can imagine categories the article-author didn’t consider (and would the results be any fun to play?)

Core IF Skills. What are these?

I’ve divided these, a little artificially, between “grammar” — basic skills that let you put together something that functions from moment to moment; “dialectic” — structural-level skills about creating meaning; and “rhetoric”, the skills you would need to make IF that persuades, moves, or influences the player.

I’ve also put some resource links in for some of these, but not all of them are addressable with single articles, and this is an unreasonably long post already anyway, so the resource coverage is patchy. (Sorry about that.) One could delve deep into most of the particular segments.

Grammar: how do you construct an interactive experience that makes sense?

Dialectic: how do you make the aspects of your interactive experience cohere into something with an overall thematic thrust or purpose?

Rhetoric: what moves players, what persuades them, what teaches them or makes them think?

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