🎨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 futures

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

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 scary. 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?

  • How do you build a choice? If you’re putting a moment of decision in front of the player, what does that look like? What kinds of choices are there? What does a good choice feel like? How many choices do you give the player at a time?

    • Making Interactive Fiction: Branching Choices (Bruno Dias — I’ve called out just this one post, but he has a column at Sub-Q with relatively short, accessible introductions to a lot of topics in IF writing)

    • Successful Reflective Choices in Interactive Narrative (Cat Manning, on choices where the player’s actions do not in fact hugely affect the world model afterwards, but that still have a big effect on how you might feel about what you read)

    • Not All Choice Interfaces Are Alike (me, about ways of rendering choices that allow for expressiveness, embodiment, etc)

    • Taxonomy of Choice series (Jason Stevan Hill/Choice of Games; these are very specific to the Choice of Games brand and use some of their in-house terminology, but can still be interesting from outside that context. Their games include heavy use of player stats.)

    • Choice Poetics by Example (Peter Mawhorter et al, academic article)

  • What about short sequences of choices? How do you build those successfully and what considerations go into creating a good rhythm?

  • If instead of stand-alone choices, you’re thinking in terms of consistent game verbs and stats, how do you use those moves to advance a story?

  • How do you choose stats for your game? How do you understand the relationship between the stats and the gameplay outcomes? How do you design a system around the numbers here?

  • How do you handle non-linear plot structure and manage the potential of combinatorial explosion? How do you understand and talk about different branching and non-branching structures? What about other ways of organizing and unlocking content? How about highly procedural and emergent narratives?

  • How do you create an interactive world that tells a story as the player explores? How do you place gates, where do you reveal information, how do you make sure that your world is legible and traversible? This skill is the bread-and-butter of parser IF rather than hypertext IF, but it teaches a lot of useful lessons for any crossovers with conventional video games as well as VR or other spatially-constructed pieces.

  • How do you deploy challenges and blockers? In the old days we just called these puzzles, but the ability to gate player progress through a story based on some criteria is extremely useful even for interactive stories that aren’t at all like text adventures.

  • How do you communicate world state, goals, interaction affordances, and stakes to players? How do you allow your fiction to communicate what’s under the surface in a lucid way?

  • For me, the latter question is where we get the need for procedural text generation — because only highly adaptive text can reveal everything I want to reveal about the world I’ve built. That’s an art in itself.

  • How do you handle pacing to trade off between plot-advancing, exploring, and idling actions?

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?

  • How do you engage the player on moral questions?

  • How does interactivity alter the handling of sensitive topics? What can we talk about differently in that format?

  • What strategies are effective at allowing the player to experience life from a perspective not their own (cf so-called “empathy games” [which is itself a bit reductive])? What about evoking unusual mental states or emotional experiences?

  • What can interactive stories reveal about structures of power? When is it useful to decenter the player in order to make a point? How do choices communicate the experience of living on the margins?

  • How do systemic games work persuasively? (The tag “persuasive games” was common a few years ago, and a Google search might still turn up some interesting discussion here. Ian Bogost wrote a whole book on the topic.)

  • …and loads of other topics here — this is really just a sampling — because once you level up from “basic craft” to “what are you saying / can you say with IF”, the field is naturally huge

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