Alfe Clemencio on interactive narrative in Don’t Save The World

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”

Mailbag: Finding Inspiration in Non-Obvious Subject Matter

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”

Mailbag: Development Process for Storylet-based Interactive Fiction

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”

End of January Link Assortment

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”

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”