I’ve been a fan of your site and writing since 2009. Two of your older articles have been nagging at me recently — the one about writing prose for IF, and the other about your drafting process (with examples from Metamorphoses and Bronze, respectively). I have been wondering how they would look updated for writing … Continue reading “Mailbag: Development Process for Storylet-based Interactive Fiction”
In my recent writing about storylet narrative design, I’ve talked about storylets and why they are cool how storylet systems work together how storylet systems can play nicely with gameplay, using casual games specifically as a lens I’ve also, at other times, written about how I design for pacing in Twine games and parser IF … Continue reading “Pacing Storylet Structures”
In a recent post about storylet-based narrative design, I briefly suggested that even games like Lily’s Garden could be understood as a case of storylet-based design: there’s just a level of casual gameplay between elements of story. A very simple implementation looks like this, interspersing every level with a little bit of story wrapper. This … Continue reading “Casual Games and Storylets: Or, How to Make Game Mechanics Express Choice”
Storylets encourage narrative designers to think in terms of systems, and allow story arcs to affect one another in memorable ways.
Storylet systems are a way of organizing narrative content with more flexibility than the typical branching narrative.
“Sketching a Map of the Storylets Design Space” is a paper by Max Kreminski prepared for ICIDS 2018, an academic survey of the storylet design space. I wanted to point my blog readers towards it, as it covers a lot of interesting territory in the quality-based narrative/salience-based narrative area (and in fact references my post on … Continue reading “Survey of Storylets-based Design”