Casual Games and Storylets: Or, How to Make Game Mechanics Express Choice
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”