Alfe Clemencio of Sakura River Interactive is the author of highly branching visual novels in Ren’Py. His previous work Fading Hearts features a wide range of possible player paths and outcomes; now he is working on an ambitious RPG project called Don’t Save the World. His Indiegogo page describes Don’t Save the World thus: Don’t … Continue reading “Alfe Clemencio on interactive narrative in Don’t Save The World”
I used to publish questions that people have asked me either by email or on Twitter. That went on a hiatus for a while; to kick it off again, I asked Twitter folks what they’d be most interested in seeing me write about. Here was one of the questions: Where [do] you look for or … Continue reading “Mailbag: Finding Inspiration in Non-Obvious Subject Matter”
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”
Events February 1 is the next meeting of the SF Bay Interactive Fiction Meetup. February 8 will be the next meeting of the Baltimore/DC Interactive Fiction Meetup, discussing Mike Spivey’s Sugarlawn. February 15-16, Rob Sherman is running an interactive fiction masterclass at the British library. This is a paying event; tickets here. February 29 will be the … Continue reading “End of January Link Assortment”
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”
Hamlet’s Hit Points breaks down classic storylines into structures that can be deployed in tabletop (and sometimes digital) RPGs.