Her Story, Further Reflections

I wrote a review already about Her Story, and that is what you should read if you are trying to decide whether to play it. But lately I’ve run into a strand of criticism of the game to the effect that the central mystery is very trope-driven and highly implausible. (Here are several: Claire Hosking, … Continue reading “Her Story, Further Reflections”

Her Story (Sam Barlow)

Last year I wrote about the way Gone Home is mostly backstory but doesn’t yield to thematically directed exploration. I talked then about wanting to see more games of research, pieces where the player could make guesses about where things were going and then test them out. Sam Barlow’s Her Story accomplishes that nebulously-framed wish … Continue reading “Her Story (Sam Barlow)”

Montage, Narrative Deckbuilding and Other Effects in StoryNexus

In a previous post, I wrote about design considerations for quality-based narrative systems, and mentioned that there was probably room for a standalone article about frequently-used patterns here. (This article in many ways mirrors one I wrote years ago about scene types in parser IF.) When I write for Fallen London, I find myself using and … Continue reading “Montage, Narrative Deckbuilding and Other Effects in StoryNexus”

Mailbag: Environmental Storytelling

This is actually a reprint of a comment exchange that appeared earlier on this blog, but it’s the kind of question that I typically mailbag, so I’m reproducing it here for visibility. A question, if I may: I’m not much of a story-writer (as in coming up with the ‘adventure’ part of the equation), but … Continue reading “Mailbag: Environmental Storytelling”

Storytelling in Video Games: The Art of Digital Narrative (Amy Green)

Starting in mid-2017, I’ve used the first Tuesday of the month for reviews of books about game writing, and occasional books about other writing in general. As of now, I’ve gone through about two dozen — including everything from self-published Kindle ebooks about interactive fiction to acclaimed classics of screenwriting advice — and that doesn’t count … Continue reading “Storytelling in Video Games: The Art of Digital Narrative (Amy Green)”

Curating Simulated Storyworlds (James Ryan) – Ch 6f

This is the third of several posts about James Ryan’s dissertation, Curating Simulated Storyworlds. We are now reading chapters 6 and following, in which Ryan describes his own projects in the curated emergent narrative space. After the first five chapters, this piece becomes considerably more narrative in its own structure: Ryan is (consciously) telling the … Continue reading “Curating Simulated Storyworlds (James Ryan) – Ch 6f”